Transforming from Peer-to-Peer to Dedicated Servers on a Live game: how For Honor fixed connectivity
Programming & Technology
Date : Tuesday, November 13th - 10.00 - 11.00 > 511E
Description: On launch day, the For Honor team suddenly discovered that many players were having connectivity issues, something that had not been seen in any live testing phases. This gave birth to Project Onion: converting the live game to dedicated servers.
In this presentation, Laurent covers 3 aspects of this project:
- How come we didn't see this despite the numerous dashboards?
- Merging the best of peer-to-peer deterministic simulation with servers to control match quality, without impacting latency.
- Create an automated deployment of auto-scaled servers worldwide with Amazon Gamelift.
Targeted public: programmers and architects interested in multiplayer games development and how to push deterministic simulation with dedicated servers. Producers and managers that want to see how we completely changed the engine of the car while driving it.
Takeaways: A face full of monitoring dashboards doesn't mean you have an idea of the player experience. / The best metrics are from the player's perspective, not from services. / Continuous delivery appears more costly, but drives much further. / Costs shouldn't be evaluated at launch, but over long term.