Hi, I am planning to make a multiplayer VR game in UE4. If we assume I will use the best servers available in the market, what will be the max capacity of the server? I heard that UE4 is using too much bandwith so if I want to make a high quality game in UE4, the servers wont be able to handle more than 3-4 people simultaniously because of performance issues. I would like to hear your opinions about this issue. thanks
I know its old, but just across it and maybe someone else could need that info.
Doing vr multiplayer stuff on my own right now. Can’t talk about how many player would be possible, as it depends on how much data you transfer. My restrictions are not the players but other data. But what you need to keep in mind is that every player is basically 4 players, as you not only need to transfer the character position and animationstate, you also need constant updates of head and controller position/state. When you make use of unreals compressed vector for network transfer (FVector_NetQuantize/10/100) you can save a lot of bandwidth. What you can save depends on the highest value of the vector. So a value around 0/0/0 needs less bandwith than a value around 100000/0/0.
Is anyone doing any work on this?
Hi,
I’m working on several multiplayer VR-projects for 1 year now. Until now I didn’t notice any lags even with 4-5 users simultaneously and geographical distances between austria and sweden. The heaviest part regarding network-traffic are the position/orientation vector-data for replicating head (HMD) and controllers (hands). I think the issue depends primarily on your client-server architecture.