Have people managed to successfully stress test multiplayer yet?
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I've been really, really impressed with Godot 4's performance lately and have been doing stress testing with my main project again just spawning a ton of villagers and it's barely broken a sweat. However this got me thinking, has anybody done a similar kind of stress test with Godot 4's multiplayer?

I'm not thinking MMO scale or anything silly like that, but I would be very, very curious as to what a basic low poly 64 player server setup would look like. Now that I'm slowly getting the time to do all this due to RL stuff calming down I'm thinking I might play around with multiplayer more often given how confusingly easy it is now to mess with that stuff, the synchroniser and spawner nodes by the way are a godsend.

I've also been wondering quite a bit about Godot 4's compatibility with the multiplayer back end, when I introduce multiplayer to some of my games and I will, yes the peer to peer is possibly the most straightforward of the three options but I would like to see about the possibility of introducing LAN support as well as the third option of setting up a game so that it's compatible with a more matchmaking style system.

Would people mind commenting on this? I'm aware there are for instance dedicated server tutorials out there, I would just like to know what people have already potentially tried and seeing what the thoughts are on such support for multiplayer. I love the idea of LAN gaming generally and I feel like even putting barebones support for it is far better than just telling people to make their own servers if they just want to have a gaming session together in the same building.

I feel like we need to get a real world example of a proper multiplayer game on par with the big studios and just throw some players at it and see what happens.

Taveda answered 22/3, 2023 at 14:26 Comment(0)
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Here is the multiplayer game on Godot 4. Maybe its creator has something to say on the subject.

Allspice answered 22/3, 2023 at 14:46 Comment(0)
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I did see that thread and it's somewhat interesting what those guys are doing, however that's an arena shooter and it looks like he's just testing with bots. I'm looking for more real world examples, I'm also thinking of something on the scale of battlefield with some vehicle combat too or maybe Halo. Halo would perhaps a more realistic scale to aim for in terms of code then up the player count and mess with map ideas.

One of the reasons I've been exploring this more heavily is I am completely fed up with the current state of shooters in a lot of games and I would love to see some kind of indie competitor rise up against all of the nonsense and I'm starting to get an awful lot of ideas the more I've poked at these wonderful networking nodes and sensible RPC calls. The actual mechanics are not difficult to make for many of these games, it's the balancing and networking that's always been an issue but Godot is changing all of this.

Taveda answered 22/3, 2023 at 14:56 Comment(0)
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Taveda I'm also thinking of something on the scale of battlefield with some vehicle combat too

Arma 4?

Allspice answered 22/3, 2023 at 15:4 Comment(0)
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Allspice I want more arcadey and less clunky, loads of indie devs doing clunky military sims these days.

Taveda answered 22/3, 2023 at 15:4 Comment(0)
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Taveda I would love to see some kind of indie competitor rise up against all of the nonsense

Well, the current state of shooters today is that many different concepts have been tried and tested and all the others were not much in demand. In fact, the only ones left are Arena and Arma. I used to play World of Tanks for a long time, but over time they've really gone bad.

Allspice answered 22/3, 2023 at 15:17 Comment(0)

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