I am well into development for the prototype I am working on. The general idea is
Map size...
The main map in the game is supposed to be the same size as Erengel in PUBG (8km x 8km) and I was planning on using world composition and the whole "Multiplayer Origin Rebasing" thing to fix the floating point issue until I sorta read the fine print.
So, World Composition does not work for a listen server? Why the heck not lol? How would a listen server based game handle large worlds then?
Also, you can't use Multiplayer Origin Rebasing with dedicated servers? Or you can but they don't work for listen servers...I keep reading conflicting information (or maybe I am just tired), and the UE4 documentation on the subject doesn't elaborate enough for me to "get it" in my current state of mind.
I have spent two days absorbing forum posts and even PUBG developer anecdotes trying to figure out what to do, and I am only more confused. It doesn't help that most of the posts are from 2015-2016. Did something come out that made this issue go away in 2020?
Based on my research I have four options it seems:
- 4 player coop
- "Round" based like Tarkov
- Safe area that works as a lobby and crafting hub (only place players can join their friend's games)
- While in the "world" players can server travel together to other "zones" (Listen Server). You can visualize this as traveling between tarkov maps, or borderlands maps.
Map size...
The main map in the game is supposed to be the same size as Erengel in PUBG (8km x 8km) and I was planning on using world composition and the whole "Multiplayer Origin Rebasing" thing to fix the floating point issue until I sorta read the fine print.
So, World Composition does not work for a listen server? Why the heck not lol? How would a listen server based game handle large worlds then?
Also, you can't use Multiplayer Origin Rebasing with dedicated servers? Or you can but they don't work for listen servers...I keep reading conflicting information (or maybe I am just tired), and the UE4 documentation on the subject doesn't elaborate enough for me to "get it" in my current state of mind.
I have spent two days absorbing forum posts and even PUBG developer anecdotes trying to figure out what to do, and I am only more confused. It doesn't help that most of the posts are from 2015-2016. Did something come out that made this issue go away in 2020?
Based on my research I have four options it seems:
- Switch to dedicated servers (how can I justify costs running 4 player server instances? Is there a hosting service that can spin up "Shards" or something dynamically?)
- Wait for UE5 and hope Epic fixes the problem somehow
- Abandon a great, rather simple, idea.
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