Hello community of UE4
I got some questions especially on architecture of UE4 networking. Before I dive in development process I need some like engineering type of info and different points of view.
Let’s start. The Dedicated server of UE4 introduced in manner “can be used as you wish” but there is a lot of ideas to use. UE4 huge and has a lot of modules/code base then why we are must to use for our game servers different backends and writing on different languages/services when we are just can use this whole base of UE4 for creating our server backends on top of UE4 infrastructure? That’s why I’ve started this thread. Here we go. We are need deep explanation and some info on that things like do we can organize different kind of server backends on UE4 or no and why.
Does a good idea to use UE4 dedicated server as a server for the pre-lobby store where networking operations between client and server will be buy-sell type mostly with RPC? There is will be no movement of characters and replications like this. How much players can handle UE4 dedicated server in this state? Will be enought memory? I know some guys used dedicated server with about ~100-200 players per instance but I’m talking much more numbers about 1k-10k of players per instance.
Also I would like to know an approach of how to test a dedicated server on the peak performance when connected maximum numbers of players and they are unique for the server. Currently I can’t run tons of clients on the one machine. I need to run like 1k-10k clients. Maybe there is somewhere available an cloud services that allowing such tests about which is I don’t know.
By the way I’ve wrote already three type of servers just by using UE4 modules - login, lobby, session manager for dedicated server instances. Now I want to know how can I go far with UE4 dedicated server.
Any points of view are welcome!
Sorry, for maybe weird language
Thanks for attention