Multiplayer game +1000 playes in real time for WW2 Games.

Running a massively multiplayer game without requiring data duplication, saving resources at the local machine, power and network level, using the POSIX standard for IPC sockets protocols, and enabling only duplicated local memory spaces for each player, and intercommunicating with each other, while all process flow occurs on the same processor, without process duplication, and all game state information is sent via pixel streaming, to the players, who only send their controller inputs to the server.

Objectives:

-To completely eliminate the possibility of using cheats, hacks or vulnerabilities in the game by limiting inputs to only controllers, and output to only video pixels.

-Reducing the hardware cost for players, or eliminating the cost of processing hardware, memory and storage for players altogether, by being able to play the game through a web browser.

-Reducing server costs by reusing the same resources on-site, without duplication or generation of new server instances, requiring only fast processing threads and memory capacity, and a single copy of the game version to run it.

-Offer the game as a GaaS model. Highly scalable, cost-effective and affordable.

-Minimize the latency of the game, as it will depend on the connection speed of each player. By running the game truth state on the same server, the perceived output latency is reduced and the game stream is the server truth.

-Reduce the scale and cost of hardware to the server’s GPU capacity to operate each player’s viewpoint.

Schematic of the architecture:

Todos los derechos reservados.