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Destiny

Discuss all things Destiny.
Edited by HRH FURY: 5/23/2017 2:33:21 PM
234

"Dedicated Servers" are the Industry Standard NOT P2P!

Note: P2P = Peer-to-Peer For both PvE and PvP, this is a laymen's explanation for why "Dedicated Servers" are the Industry Standard vs "P2P systems" for FIrst Person Shooter MMOs This is a long response, so forgive me. But I believe it attempts to adequately paint the picture as to why Dedicated Servers (Dedis) are the industry standard for MMO FPS games vs P2P systems. [b][u]Background: [/u][/b] Destiny is 100% a massive multiplayer online (MMO) world (it requires being online with other players for your playing experience. Unlike how Halo's PvE content could be played "offline" for example). An important side note: the entire line of Halo's games utilize "Dedis" to create its game world "Stability". However; with Destiny, Bungie/Activision chose to rely on an inferior "P2P connection system" for the game world interaction with other players both for PvE and it's PvP content. [b][u]The major differences between a "Dedis" system and a "P2P" system:[/u][/b] In summary, with "Dedis" Clients/players receive processed data from the server and display it with minimal issues and resource utilization from the players internet setup/system and console itself. In the alternative, with the "P2P" model there is no server. Each "peer" instead receives the raw input streams of each other player and determines the results itself (this is done using the players resources which are largely inferior to a game company's "Dedis" System. [b][u]P2P is generally considered obsolete for action games and in particular online Multiplayer First Person Shooters[/u][/b] (see the multiple resources listed below). [b][u]"P2P" has many disadvantages vs "Dedis"[/u][/b] * It is very difficult to keep all peers synchronised. Minute differences between peers can escalate over time to game-breaking paradoxes. * It is very difficult to support new peers joining part-way through a game. * Each peer must communicate with all other peers, limiting the number of connected players. * Each peer must wait for every other peer's message before simulating the next "network frame", resulting in all players experiencing the same latencyas the player with the worst connection. In online gaming, lag is a noticeable delay between the action of players and the reaction of the server in a video game. The tolerance for lag depends heavily on the type of game. a twitch gameplay game such as a first-person shooter with a considerably higher pace may require significantly lower delay to be able to provide satisfying gameplay (this relevant to PvE and PvP). Perhaps the most common type of lag is caused by network performance problems. Losses, corruption or jitter(an outdated packet is in effect a loss) may all cause problems, but these problems are relatively rare in a network with sufficient bandwidth and no or little congestion. Instead, the latency involved in transmitting data between clients and server plays a significant role. Latency varies depending on a number of factors, such as the physical distance between the end-systems, as a longer distance means additional transmission length and routingrequired and therefore higher latency. Routing over the Internet may be extremely indirect, resulting in far more transmission length (and consequent latency) than a direct route. In addition, insufficient bandwidth and congestion, even if not severe enough to cause losses, may cause additional delays regardless of distance. As with the hardware issues, packets that arrive slowly or not at all will make both the client and server unable to update the game state in a timely manner. The noticeable effects of lag vary not only depending on the exact cause, but also on any and all techniques for lag compensation that the game may implement (described below). As all clients experience some delay, implementing these methods to minimize the effect on players is important for smooth gameplay. Lag causes numerous problems for issues such as accurate rendering of the game state and hit detection. In many games, lag is often frowned upon because it disrupts normal gameplay. The severity of lag depends on the type of game and its inherent tolerance for lag. Some games with a slower pace can tolerate significant delays without any need to compensate at all, whereas others with a faster pace are considerably more sensitive and requires extensive use of compensation to be playable (such as the first-person shooter genre). Due to the various problems lag can cause, players that have an insufficiently fast Internet connection are sometimes not permitted, or discouraged from playing with other players or servers that have a distant server host or have high latency to one another. Extreme cases of lag may result in extensive desynchronization of the game state. On a non-P2P system, Lag due to an insufficient update rate between client and server can cause some problems, but these are generally limited to the client itself. However, on a P2P system, other players may notice jerky movement and similar problems with the player associated with the affected client, but the real problem lies with the client itself. If the client cannot update the game state at a quick enough pace, the player may be shown outdated renditions of the game, which in turn cause various problems with hit- and collision detection. If the low update rate is caused by a low frame rate these problems are usually overshadowed by numerous problems related to the client-side processing itself. Both the display and controls will be sluggish & unresponsive. While this may increase the perceived lag, it is actually a different kind than network-related delays. When these issues occur to the "host" of the P2P connection the same problem on the "host acting server" may cause significant problems for all clients involved. If the "host acting server" is unable to accept packets from clients fast enough and process these in a timely manner, client actions may never be registered.*** When the "host acting server" then sends out updates to the clients, they will experience freezing (unresponsive game) and rollbacks. Without any form of lag compensation, found in Dedicated Server hardware systems, the P2P clients will notice that the game responds only a short time after an action is performed. This is especially problematic in FPS's, where enemies are likely to move as a player attempts to shoot them and the margin for errors is small. This all happens when the player "host" in a P2P system has substantially less resources and issues than a "dedicated server" that would be hosting the game play of the multiplayer group. * It decreases the capability of higher frame rates (i.e. 60vs30 fps). What this means is ...generally, games consist of a looped sequence of states, or "frames". During each frame, the game accepts user input and performs necessary calculations (AI, graphics etc.). When all processing is finished, the game will update the game state and produce an output, such as a new image on the screen and/or a packet to be sent to the server. The frequency at which frames are generated is often referred to as the frame rate. As the central game state is located on the server, the updated information must be sent from the client to the server in order to take effect. In addition, the client must receive the necessary information from the server in order to fully update the state. Generating packets to send to the server and processing the received packets can only be done as often as the client is able to update its local state. Although packets could theoretically be generated and sent faster than this, it would only result in sending redundant data if the game state cannot be updated between each packet. A low frame rate would therefore make the game less responsive to updates and may force it to skip outdated data (bullets that don't register, etc...this effects PvE and PVP). This can be especially noticeable in raid and strike modes when group synchronization is key to completing a specific objective or team damage. * Negatively affects the max "tick rate" potential of the game. The Tick rate is the rate at which a game server runs simulation steps. A "tick" is a number associated with each sim step which is broadcast to clients to help them synchronise with the server. There are 3 reasons to limit the frequency of server sim steps to a predefined tickrate: to conserve server and client bandwidth, to conserve server CPU time, and to allow clients to be certain of how much time has elapsed between each tick. The last point is important for internet games, as network updates from the server can arrive at different intervals or even an incorrect order. The disadvantages of an obsolete P2P system are responsible for creating many of the major issues plaguing D1's gameplay, for both PvE and PvP for the last 3 years, not to mention how it restricts larger multiplayer scale and quality of game content being utilized within the game. Dedicated gaming servers are an industry standard for AAA Massive Multiplayer Online (MMO) games. Dedis are highly preferred and utilized for these games in particular for both multiplayer PvE and PvP. This is especially important considering the unique degree of how Destiny's PvE content (unlike most any other game), not just its PVP content, requires significant internet "Stability". Some Sources: https://www.bungie.net/en/Forum/Post/227274057/0/0/1 Link to an opinion post explaining game play issues: https://www.bungie.net/en/Forum/Post/227272499/0/0/1
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#Destiny

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  • I posted this below in response to another post but it applies here too. First great summary of P2P vs. Dedicated servers. In the end however it comes down to dollars and cents, and the question Bungie and Activision had to ask is, "Will investing in dedicated servers, provide a significant enough return on investment to justify the cost." Or in other words, will the players brought into D2 solely by providing Dedicated Servers and all of it's advantages (60FPS for example), be enough to justify the cost of dedicated servers? My guess is that their market research of players who have left Destiny and those who are on the fence about buying D2 show that this is not the key motivator in purchasing and likely site content, story, gameplay, or other core aspects of the game. This is generally in line with the casual nature of Bungie's Destiny experience and for the most part it's only a small subset (likely the competitive P2P community for whom this is the biggest issue) who generally enjoy the game but for whom the issues related to P2P tips them from definite purchaser to a non-purchaser when it comes to whether or not they will buy D2.

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    • How about you get better internet?

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    • [quote] this is done using the players resources which are largely inferior to a game company's "Dedis" System. [/quote] Considering that on PS4 the core can be downclocked to 800Mhz during intense graphic processing due to thermal issues (as per spec), this sounds lovely ;) [quote]* It is very difficult to keep all peers synchronised. Minute differences between peers can escalate over time to game-breaking paradoxes.[/quote] It's actually easy, the main problem here will be a huge bump in latency in order to keep them synchronized. [quote]...[/quote] Missed a point somewhere here, considering as truth the info going around, there's also a substancial payload increase (on P2P), so what you could do with 100Kb on a dedicated server, you will require 1.4Mbit in P2P. This is a show stopper for any xDSL. Overall a nice post, thanks for it. In my native country we have an expression 'pérolas para os porcos' (pearls to pigs), most people will not understand this neither they will care. But as a part of the minority, I'm happy you took your time to bring this up.

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    • Read the TWAB meme sheep

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    • This is a obama fueled post. Invalud as a mofo

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    • I'm responding again! When is there ever serious lag aside from crucible in destiny currently? I have SLOW internet and pve almost never lags for me. When I do experience lag it's really only mic issues, and this only happens on Aksis specifically and oryx for me. I've had 1 game where ads would lag, and that's when my entire fire team was streaming in a raid. In PvP dedicated servers aren't necessary when there are fewer players, game modes like rumble, skirmish, and doubles rarely if ever lag for me, and that's usually some guy installing/updating games. In bigger game modes dedicated servers are more necessary. I'm not saying I don't want dedicated servers, but aside from crucible does bungie really need them? This is coming from a person with an internet speed of 3 mb/s. Hard wire your Internet's damnit x3

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    • Just remember guys p2p lag is from having bad wifi or distance so... STOP Having shit wifi!

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      • I have seen people reference AAA MMO games before but never mention them by name. What MMO games specifically use dedicated servers? I'm assuming these games are never plagued by lag issues.

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        • Edited by wackytobaccie: 5/24/2017 5:45:37 PM
          AAA first person shooters with dedicated servers: Overwatch CoD (hybrid system. Some p2p involved) Battlefield 1 Star Wars Battlefront Titanfall 2 DOOM Rainbow 6 Siege Halo 5 AAA first person shooters running on p2p: Destiny I dare say OP is correct in saying that dedicated servers are the industry standard. I'm disappointed that they are not a part of D2. Not disappointed enough to stop me from buying the game, but definitely disappointed.

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          • You only have to look at what a total lagging shitfest that D1 is to see whats in store for us in D2.It doesnt matter if the player base is low,this game uses P2P which without local based matchmaking (which bungie doesnt cater for)will always end in a whole lot of lag.

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            • Edited by Banana: 5/25/2017 7:44:07 AM
              If I have as much or more fun in D2 as I did in D1, which looks highly likely to me, then I'll care exactly as much about fps and servers as I do now. That amount being zero. Also, I've never played an FPS that didn't have lag, and I assure you that if Bungie did get dedicated servers that at the first inkling of lag the community would be in a massive uproar about why Bungie got dedicated servers in the first place.

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              • And reskinned supers are the new bungie trademark

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                • You'll still buy it and that's what they are counting on. You WILL buy the game in 2017 that runs on a 2007 engine because you are brainwashed into thinking destiny is a good game. Meanwhile it's trash

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                  • Edited by HRH FURY: 5/26/2017 2:48:42 AM
                    This is my opinion... take it for what it's worth. Activision/Bungie is banking on the fact that the average gamer doesn't put two and two together in understanding that many of the significant issues experienced in Destiny 1 and now likely Destiny 2 were/will be attributed to this obsolete P2P system (I'm not saying Dedis are perfect, but they are far superior for twitch type games and MMOs; especially FPS MMOs). This is why Bungie/Activision could never fixed and avoided addressing any of the significant ongoing issues for 3 years in terms of game play. To help everyone understand what those issues are, I listed a few of the recurring problems that are directly attributed to a P2P systems faults. Unlike Dedicated servers... lag issues for EVERYONE in the game (PvE or PvP) are COMPOUNDED substantially by each individual player's connection issues. The more players experiencing long or short term latency issues the worse the match becomes for all players (i.e. It's Never just about your connection... it's about how all 3 or how all 6 connections are functioning at the same time). Simply put, You will ALWAYS be affected by everyone else's connection issues from a multiple of 1x to 6x the effect. 1) ***Big and minute (minute - meaning that it is not likely detectable by the gamer) movement lapses/lag in [b]PvE and PvP..[/b] which Substantially affects Hit Detection. Which in turn affects TTK (what we think are ghost bullets, or when we can't understand why one game we are melting an opponent and the next the damned shield and health bar just won't go down, etc). Another thought that has crossed my mind is that some nerfs, asked for by community members, may have been a result of people experiencing these TTK Hit registration issues mentioned above on a frequent basis. Even visually undetectable small character movement issues can substantially affect TTK and Minute undetectable Lag can affect Hit registration substantially in a FPS. AND the community just didn't realize that's what was/is happening. 2) seemingly mysterious Network Errors 3) loading delays 4) significant matchmaking delays to fill vacancies in the match. It's why I get stuck with 6v4 matches or end up joining a game at the very end of the match. 5) ****Content limitations (i.e. 3 man strikes vs 6+, or large battle multiplayer, the real reason the reduced PvP to 4v4, 6 man patrols) 6) fps being capped at 30 7) Tick rate issues - this can be a very big deal in terms of Hit registration and character movement. 8) "lagging out" even when you have a green bar 9) problems with players not being able to join, or matches where where no body is placed into a game fills that became a 5v3 . 10) the rampant number of cheaters. Lag switchers and DDOSs... this issue alone has turned so many away from Trials.

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                    • [quote] [b][u]Background: [/u][/b] Destiny is 100% a massive multiplayer online (MMO) [/quote] Negative Ghostrider

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                      • 10hz though...

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                      • for PVE i'm fine with P2P but when i step into the Crucible or any PVP game what so ever i expect Dedicated servers. Especially for a AAA game, it's so disappointing seeing such a promising game being held back by peer to peer connection and the only reason as to why in my eyes is because they don't want to shell out the cash for servers, you know like BF1, or Dirty bomb (which is F2P btw) but hey don't take my word for it just look at For honor which uses P2P, it's 3 months old and it's dead already. Destiny is a multiplayer only game built on the shittiest foundation known to gaming and i'm not shelling out 60$ for this i'm sick of it.

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                      • Well said. I've decided that I will pass on Destiny 2, because of the lack of dedicated servers. I refuse to purchase Peer to Peer One Console as Host games for Shared (Crucible, Strikes and Raid) activities.

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                      • A provocative post left for Bungie to shake the tree and see if anyone is actually home. To the blind "fan boys" out there...Bring the salt, because this is not going away anytime soon. I plan to also start posting on Reddit too. https://www.bungie.net/en/Forum/Post/227328023/0/0/1

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                        • Bump

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                        • Well then don't buy d2 if dedicated servers mean that much. Lets say they did get dedis but money for dedis was taken from the budget for D2 then what we get a new game with 1 new world instead of 4. Hypothetically of course

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                          • While you do have valid points I'm still buying the game cuz idc for servers.

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                          • Yep p2p sucks but unfortunately you wasted that post here and most people are going to argue against you or make fun of you seriously​ though good explanation.

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                          • Even smaller studios have dedicated servers.

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                          • This is common knowledge. How people can still try to defend bungievision with the "dedi servers are expensive" argument is beyond me. Its the same thing with the lottery boxes though to be honest. It's just Activision saying "screw the customers, they'll still buy it".

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                            • the sad thing is that Bungie says they want this kind of well thought out feedback in forum posts but when there is one like this they ignore it

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