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.