Glenn, if you're still hanging around -- can the shader be written to account for the flow of P2P network traffic? Let's say I'm using an old-school configuration of a centralized lobby server that simply connects players to each other and the players connect directly over UDP?
Fixing the Internet for Games
31–40 of 97 posts
Re: Fixing the Internet for Games
#32The Internet is optimized for throughput at lowest cost. No amount of good netcode that you write can compensate for this. The problem is the internet itself. The internet doesn’t care about your game. The Internet did change, such that streaming movies became viable. Given that games are now bigger than movies, could it be argued that that the network lag we're seeing is the industry lagging behind the culture? (Whi…
Wanna build your game on the same network Stadia uses? Https://cloud.google.com
Re: Fixing the Internet for Games
#33Valve recently announced partner access to their network backbone which addresses a lot of the problems mentioned here: * Access to our network, giving your players protection from attack, 100% reliable NAT traversal, and improved connectivity. * Tools for instantly estimating the ping between two arbitrary hosts without sending any packets. * A high quality end-to-end encrypted reliable-over-UDP protocol. >> Second,…
Which is great if Steam is your only platform and you want to be tied to Valve forever, but as soon as you want your game on mobile, console or even another PC store like Epic or GOG you need another solution.
Re: Fixing the Internet for Games
#34Re: Fixing the Internet for Games
#35Earlier quoted context omitted.
Which is great if Steam is your only platform and you want to be tied to Valve forever, but as soon as you want your game on mobile, console or even another PC store like Epic or GOG you need another solution.
i hate these underhanded "use this cool feature that we made to lock you in to our platform" tactics
Isn't the entire point of the original article to lock you into the Network Next platform by forcing you to implement their SDK?
I think every network provider is going to work to lock you into their platform.
Re: Fixing the Internet for Games
#36Valve recently announced partner access to their network backbone which addresses a lot of the problems mentioned here: * Access to our network, giving your players protection from attack, 100% reliable NAT traversal, and improved connectivity. * Tools for instantly estimating the ping between two arbitrary hosts without sending any packets. * A high quality end-to-end encrypted reliable-over-UDP protocol. >> Second,…
Which is great if Steam is your only platform and you want to be tied to Valve forever, but as soon as you want your game on mobile, console or even another PC store like Epic or GOG you need another solution.
Re: Fixing the Internet for Games
#37Re: Fixing the Internet for Games
#38Earlier quoted context omitted.
i hate these underhanded "use this cool feature that we made to lock you in to our platform" tactics
??? Isn't the entire point of the original article to lock you into the Network Next platform by forcing you to implement their SDK? I think every network provider is going to work to lock you into their platform.
Re: Fixing the Internet for Games
#39The root of the issue is that the IP protocol is incomplete, in that is relies on private agreement and ISP servicing that cannot react to a real-time, real-world demand. IPv4 had some attempts at public QoS features that were mostly dropped in IPv6 because people realized it didn't work in practice.
The only way to fix this for real is to merge ISP servicing and peering into a per-packet peer-to-peer network market. This solves a great many issues at the same time and essentially achieves the promise of mesh networking and more.
If you would like to help, please drop me a line: tarik@graphnet.org (sorry no website at the moment).
Re: Fixing the Internet for Games
#40Earlier quoted context omitted.
Wanna build your game on the same network Stadia uses? Https://cloud.google.com
Believe it or not, even the routing to google data centers can be improved.