Unreal MMO server is server side rendering or client side rendering? Which one is better?

Unreal MMO server is server side rendering or client side rendering?

i mean i wanna create 200 players max multiplayer game so all rendering will compute on which side?
Which one is better?
How to do that?
Any tutorial or documentation for it?

Servers never render anything. All rendering of visuals happens on the client.

It is true that Unreal has built-in server-side streaming, with Pixel Streaming. It’s also true that third-party platforms, like NVIDIA Shield, or Google Stadia, renders images server-side, and send to whatever device the player is using.

That being said, even in these cases, the “game server” runs in regular server mode, and the “rendering servers” look like regular clients to the game. The “server side rendering” is a separate function that you glue on top of the base client/server game.

No single server can render 200 different player views at the same time in real time for an Unreal Engine game. There simply aren’t enough GPUs and PCI slots in a single box to support that. The server executable, needs to be a traditional client/server, networked, server process. Whether you then choose to also add rendering servers, one per player, on top of that gameplay server, is up to you – maybe you have a good way of paying for the additional cost, and making it possible for players to play games on their Chromecasts and iPads might make the audience bigger enough to compensate? That’s really up to you, but it’s also a decision you can defer until much closer to launch time.

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Grea! We recently discussed the pros and cons of Client-Side and Server-Side Rendering, focusing on SEO and performance impacts. Check out our blog post here for more insights on choosing the right approach!