Netcode has to be rewritten / need real dedicated Servers
Posted: 18 Jul 2012, 08:20
Ok so start this of i don't know that much about how the netcode of Shootmania operates since i am only studying Web Development and i am not that much into back-end developing for pc games so i can only write about what my own experiences are.
I am currently on DSL light with about 384 kbps download and 64 kbps upload, this is really low considering that its a bout a 1/3 of a DSL 1000 connection, yet it makes for a perfect environment to test how well the netcode works.
Now normally when playing Shooters i get an average ping between 60 to 85 they use about 3/4 of my download and 1/2 of my upload and this connection stays stable no matter what, even when playing BF3 on a 64 players server the bandwidth usage doesn't vary.
When playing Shootmania though i get a pretty high ping of 150+ to begin with even though the servers i am connecting to should be located near me (Germany). But that's not all, my bandwidth usage increases the more players join the server, i am fine until the players on the server get above about 10 players. Also the bandwith usage increases when i get near one or more players.
I doubt that that Shootmania has more to sync then for example Battlefield 3 or Tribes Ascend.
That kinda gives me the impression of the game using peer to peer to stream the data between the players.
Now i understand that missing out on a couple players/customers like be with a low bandwidth won't be that of a big deal for Nadeo but since they seem to do aim for the players that have a rather competitive mindset and even if they don't do they should realize that that will be their main customer base since the game looks like the perfect e-sport title and that's why peer to peer is the wrong way to go, there is no e-sport worthy title out there that uses this technique and that has a reason. I am not going into how peer to peer works but lets just put it like this it won't make for a good competitiv environment.
This technique might have worked for Trackmania but it won't in a fast paced shooter like Shootmania where ping and a stable connection are key for a great gameplay.
I might be totally wrong on the whole subject and/or Nadeo is already working on this but for now that's how it looks.
tltr/bottom line: We need dedicated servers and not fake ones that actually use peer to peer.
I am currently on DSL light with about 384 kbps download and 64 kbps upload, this is really low considering that its a bout a 1/3 of a DSL 1000 connection, yet it makes for a perfect environment to test how well the netcode works.
Now normally when playing Shooters i get an average ping between 60 to 85 they use about 3/4 of my download and 1/2 of my upload and this connection stays stable no matter what, even when playing BF3 on a 64 players server the bandwidth usage doesn't vary.
When playing Shootmania though i get a pretty high ping of 150+ to begin with even though the servers i am connecting to should be located near me (Germany). But that's not all, my bandwidth usage increases the more players join the server, i am fine until the players on the server get above about 10 players. Also the bandwith usage increases when i get near one or more players.
I doubt that that Shootmania has more to sync then for example Battlefield 3 or Tribes Ascend.
That kinda gives me the impression of the game using peer to peer to stream the data between the players.
Now i understand that missing out on a couple players/customers like be with a low bandwidth won't be that of a big deal for Nadeo but since they seem to do aim for the players that have a rather competitive mindset and even if they don't do they should realize that that will be their main customer base since the game looks like the perfect e-sport title and that's why peer to peer is the wrong way to go, there is no e-sport worthy title out there that uses this technique and that has a reason. I am not going into how peer to peer works but lets just put it like this it won't make for a good competitiv environment.
This technique might have worked for Trackmania but it won't in a fast paced shooter like Shootmania where ping and a stable connection are key for a great gameplay.
I might be totally wrong on the whole subject and/or Nadeo is already working on this but for now that's how it looks.
tltr/bottom line: We need dedicated servers and not fake ones that actually use peer to peer.