WHAT
Working on a multiplayer game? Are there many players in-game together? On this livestream, our networking team will demonstrate 4.20’s new Replication Graph Plugin and the server optimizations that were implemented for Fortnite Battle Royale.
It would be rad to have something simple that also, on the surface, can seem complex. For instance, it would be nice to know how projectiles look so smooth, even though projectiles with replicated movement seem to jiggle around instead of interp in a smooth fashion. I suspect this is because dummy projectiles are being created for clients, while the server handles the “real” one that simulates damage. This would be a SUPER handy lesson, as it really accentuates the strengths, weaknesses, as well as the ins and outs of replication. It really drives home the client-server relationship IMO. Anyway, thanks for all the high quality content!
Just some coverage of advanced subjects like prediction, lag compensation, and the proper sequence for firing off client, server, multicast events in order to achieve a responsive look on clients, would be much appreciated.
I agree, this would be nice. Though, it’s probably way outside of the scope of one of these videos, i would absolutely love to see a more complicated topic like this in a 2-3 part mini series. Replication can take a bit to wrap your brain around. When you finally feel comfortable with it, there seems to be a certain amount of voodoo that doesn’t really get covered. Prediction, lag compensation, best practices for responsive gameplay, optimization, aesthetic considerations (how to make things appear fluid over network)… are all a little daunting to someone who is working on a multiplayer project.