Which suits for a racer? PUN or Bolt?
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T1000
✭
in Photon Bolt
Hi to all,
We are planning an online multiplayer racing game. Two players will compete with each other in traffic. We are using Unity and our targets are mobile phone users.
PUN and Bolt got our attention. We gathered information about them (PUN vs. Bolt from documentation etc.) but we couldn’t get the final decision. Prototyping with both of them seems impractical and would take too much time and effort. Since we don't have the experience on both of them we will be happy to take your (especially from experienced users) opinions.
Our main goal is that players’ connection and performance issues should affect the game experience of the other player at minimum level.
PUN seems to have lots of usage and tutorials, other than that we couldn’t find a specific advantage over Bolt.
Although Bolt is for fast paced games (like shooters); we think it has following advantages:
Most of the time direct connections between peers.(P2P architecture) Does it mean less latency over relayed connection (PUN)?
Built-in dead reckoning.
Supports multiple architectures. Easy switch between architectures if needed.
Any opinion and advice on this topic would be appreciated.
We are planning an online multiplayer racing game. Two players will compete with each other in traffic. We are using Unity and our targets are mobile phone users.
PUN and Bolt got our attention. We gathered information about them (PUN vs. Bolt from documentation etc.) but we couldn’t get the final decision. Prototyping with both of them seems impractical and would take too much time and effort. Since we don't have the experience on both of them we will be happy to take your (especially from experienced users) opinions.
Our main goal is that players’ connection and performance issues should affect the game experience of the other player at minimum level.
PUN seems to have lots of usage and tutorials, other than that we couldn’t find a specific advantage over Bolt.
Although Bolt is for fast paced games (like shooters); we think it has following advantages:
Most of the time direct connections between peers.(P2P architecture) Does it mean less latency over relayed connection (PUN)?
Built-in dead reckoning.
Supports multiple architectures. Easy switch between architectures if needed.
Any opinion and advice on this topic would be appreciated.
1
Comments
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Hi @T1000 ,Most of the time direct connections between peers.(P2P architecture) Does it mean less latency over relayed connection (PUN)?
Yes, as there are no hops between client and servers, the lag is minimal, only depends on your network setup.Any opinion and advice on this topic would be appreciated.
For new projects, we highly recommend using Photon Fusion, it has most features of Bolt and we are including news every day.
Productsheet: https://download.photonengine.com/fusion-productsheet
SDK: https://doc.photonengine.com/en-us/fusion/current/getting-started/sdk-download
Discord Server: https://discord.gg/YHQbJYEz6M
Fusion is also made of fast-paced games like Bolt, but with a new highly optimized network solution, which suits well your game type.
Bolt is in maintenance mode now, and our focus will be on Fusion from now on.
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Ramon Melo
Photon Bolt/Fusion Team0