isnt 500 messages/s tooooo low for a battleroyale game?

is there anyway to run the game without doing 1 message per player and second while only sending it to quarter the players in the room? just to get close to the 500 messages range ( i doubt it will even get lower than 500) cuz that will make the game rrreallyy unplayable

Comments

  • S_Oliver
    S_Oliver ✭✭✭
    You cant make a Battle Royal Game without writing your own Network Solution and a authoritative Dedicated Server.
  • S_Oliver said:

    You cant make a Battle Royal Game without writing your own Network Solution and a authoritative Dedicated Server.

    @S_Oliver would you please explain more? Can a Battle Royale game be made using photon dedicated servers? What do you mean by " own Network Solution"?
  • S_Oliver
    S_Oliver ✭✭✭
    Im not experienced enough to say that a Battle Royal game could be made with Photon Server SDK, I think you have to change alot and write alot of plugins but no I dont think so.

    Network solution - writing you own neywork code
    http://www.gabrielgambetta.com/client-server-game-architecture.html
  • Hi @A918,

    you basically can do a Battle Royale game and use the Photon Server SDK therefore. However using just this is not enough, since you definitely would have to use custom server-side logic as well.

    The main problem with MMOs or Battle Royale games (they are somehow similar in terms of number of concurrent players) is, that you have a lot of information which have to be processed and forwarded. If you for example think of a scenario, where you have 100 players in the game which are sending 10 updates per second each (which might be to less for a fast paced game), you will have a lot of information that need to processed on all clients as well. This is the point, where you need more server logic than just forwarding messages. Instead the server have to handle all the clients' information and has to decide, which of them have to be forwarded to which other clients. See this example: you have two clients on the map, Client A is on the most northern point of the map, Client B is on the most southern point of the map. Both clients can't see each other. In such a scenario, both client don't need to exchange information about their position multiple times a second, because non of them can really do something with them. Instead it would be enough to just exchange this information once a second (or even more rarely). This is something that can be handled with server-side logic, which is either possible by implementing the Server Application on your own or extending the default application with Plugins.

    An example for a MMO game is Albion Online which is using Photon. One of the developer (David Salz) has written a few things about how they achieved this on his blog.
  • S_Oliver
    S_Oliver ✭✭✭
    Awesome,didn't know about the blog,thanks for sharing.