ByWatterson
Member
This won't be a popular opinion but I don't mind given that it's 4v4. I've found that peer2peer really starts to show when it's 6v6-8v8.
That's probably why it's 4v4.
This won't be a popular opinion but I don't mind given that it's 4v4. I've found that peer2peer really starts to show when it's 6v6-8v8.
But what does that have to do with it being P2P? Bungie is not the first dev to make faux MMO games based on shared worlds and instances.
By combining our Activity Hosts with traditional Peer peer networking, we get the low latency action gameplay of a Call of Duty or Halo, while constantly seamlessly matchmaking you to new strangers.
A typical Destiny player is Host Migrating between different PS4s once every 160 seconds, without noticing any discontinuity in their simulation
Activity Hosts are cloud hosted machines that run a stripped down simulation of just our Mission Script logic. With our Activity Hosts, which Ill be describing in detail, we were able to successfully scale at launch, without any queues or downtime
And we were able to support that load with just a few hundred servers in our datacenter, because we can handle loads of 10,000 players per server.
At this point, Im sure some of you are thinking just use dedicated servers! If we just never Host Migrate, because we put all our Physics Hosts in the cloud, we never have to solve all these pesky problems. Theres a couple strong reasons we didnt simply run dedicate servers that were traditional Physics Hosts. For one thing, they need to be cost feasible. To support our launch, wed have
needed hundreds of thousands of headless PS3 Parity executables in the cloud, and
that becomes a significant continuous cost to maintain, especially if our player retention continues to stay as strong as it has.
Additionally peer to peer networking supports maximally responsive action gameplay. In many cases we can match you with players that are in the same city as
you, and you get extremely low latency with your Physics Host much better than what we could do with Dedicated Servers. We dont want to increase our latency for
firing bullets and doing damage that violates our Feels like a Single Player Shooter goal
We tick our Activity Hosts at 10Hz, which allows us to run almost 5000 per server [40 core, 256GB] Given that we typically have a bit over 2 players per Activity Host in real world conditions, that means our datacenter can handle a hypothetical 1 million concurrent users with only a couple hundred servers, and thats with plenty of safety headroom on each machine. Thats dramatically better scale than trying to use a full dedicated server. With full dedicated servers, that same hypothetical 1 million players would require half a million headless PS3 processes, each running our full game simulation.
Sad. It's not like the big review sites will call them out on it, either, even though they blatantly should.
You can read all about their design decisions (for Destiny 1) here: http://www.gdcvault.com/play/1022247/Shared-World-Shooter-Destiny-s
quick quotes:
They still haven't.
Reads exactly like Ubisoft's BS PR statement when it was discovered that For Honor had P2P.
Unless you can fix all the issues with P2P (you can't) then don't f-ing use it if you don't have to.
On console is hybrid system. If you are near datacenter it uses dedis, if datacenter is really far away it uses p2p.Wow! really?
I skipped IW and barely touched Blops3 MP but thought they finally started using dedicated servers
It's not.Are dedicated servers really this magical lag-free miraculous savior of competitive gaming that people act like they are?
I played Gears 3 a lot back at launch when it ran on dedicated servers and it felt pretty normal to me? Just like playing an peer-to-peer match.
On console is hybrid system. If you are near datacenter it uses dedis, if datacenter is really far away it uses p2p.
Not sure about IW, but Black Ops 3 on PC is fully using dedicated servers. It even has servers browser nowadays.
I'm pretty much skipping Destiny 2 now, p2p PVP action is unplayable.
Are dedicated servers really this magical lag-free miraculous savior of competitive gaming that people act like they are?
True, time spent matchmaking can be terrible. Wait up to 15 minutes at times. Load into game then be dropped. DS are not the end all be all.It's not.
Siege has dedicated servers and game has tremendous amount of connection problems. There's also the usual BF games with their fucked up launch (yes I know BF1 was better but still).
You can read all about their design decisions (for Destiny 1) here: http://www.gdcvault.com/play/1022247/Shared-World-Shooter-Destiny-s
quick quotes:
Whoa.
Pump the brakes guys.
Dedicated servers are always better than P2P, no question about it. These last few posts are misinformed
What's the "BS" part? They opted for a design where P2P does most of the heavy lifting while having various game-logic run in the cloud because it was the most cost- and maintaince feasible thing they could do.
Wow! really?
I skipped IW and barely touched Blops3 MP but thought they finally started using dedicated servers
I agree.Whoa.
Pump the brakes guys.
Dedicated servers are always better than P2P, no question about it. These last few posts are misinformed
Don't make broad strokes comments like that without looking into the context. It's not a misinformation when I say dedicated servers are not be all end all of connections issues. My point that I was trying to illustrate there was that you won't automatically get rid of all problems if the networking itself has issues, for which I provided specific examples and there are plenty more.Whoa.
Pump the brakes guys.
Dedicated servers are always better than P2P, no question about it. These last few posts are misinformed
This reads like a lot of BS on the part of running ps3 processes.
Their netcode and physics system should be architecture independent. They should be able to simulate the game server on x86 to network with a ps3. I know why they do it, but it strikes me as a very naive shortcut on their part.
Destiny 1 connection was trash in PVP due to this shit. At least it seems like match servers only while stats and all this mumbo jumbo is still server protected like it console version.
If dedicated server infrastructure costs are really that significant for hosting Destiny 2, focus on improving the server compute / networking efficiency and improving orchestration capabilities to rapidly scale up/down as appropriate.
Dedicated servers don't mean as much a convincing gamers to start using smart queue management for their network router. One of these things is far more practical and doesn't require tying up expensive hardware.
I agree.
Although dedis are not perfect. Like in Halo 5, the servers are sorta garbo and theres a ton of connection-related issues.
pvp is pretty bad, especially if you group up with a full team. The PVE could get pretty bad too when you play with people from across the globe with bad internet
They also launched with multiple special editions and microtransactions.
how many lootboxes will they need to sell for that?
What's the "BS" part? They opted for a design where P2P does most of the heavy lifting while having various game-logic run in the cloud because it was the most cost- and maintaince feasible thing they could do.
Actually it will. Various anti bufferbloat guides show it. Short of you having next to no upload which is about .5Mbps or less sqm especially cake or fq-codel helps out. Anything after that is dramatically helped.Won't do shit for people with bad upload speed.