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Destiny

Destiny について話し合おう
HRH FURYにより編集済み: 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
English
#Destiny

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  • I think Bungie is using Destiny's popularity to avoid and ignore the discussion about dedicated servers. And I got a gut feeling it'll bite them in the ass in the future. They're really underestimating the demand of dedicated servers and the impact of the player experience...and their purchasing decision. It's going to be one of those things that will snowball out of their control.

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  • So are 60 fps for the rest for the world, but in the world Bungie lives these technologies are light years ahead...

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  • puppyk1ssesにより編集済み: 5/24/2017 5:28:52 PM
    Luke and Mark (leads on D2) straight-up said they simply did not want to invest in dedicated servers. No other reason other than they skimped out on it. Just baffles me with the amount of overwhelming negative feedback they get about their connections, and that's the thing they skimped on. With access to Activision's checkbook, and the piles and piles and piles of cash they made from Destiny 1, that seems like a terrible decision on their part from any angle. All it means to me is every time Bungie says "We are trying to make the best game possible," I know that is a lie. It's about the bottom line, and adding just enough stuff to get consumers to bite.

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    3 通の返信
    • Thoughtful post but aside from generating discussion it's a moot point. The developer has already made their decision to not include dedicated servers. The reasons for this decision are likely various but ultimately irrelevant to the consumer. The only decision now left to the consumer is simple: Purchase the product or don't purchase the product.

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      • Radahnにより編集済み: 5/24/2017 9:49:58 AM
        Please just stop........we were asking for those servers 3 years long....hoping this rich as -blam!- company would put their greed aside for once so we would get it in destiny 2....asking that for 3 years only to get this: "We always listen to our fans" Followed up with "We dont think dedicated servers are WORTWHILE" There is no point in even trying...to greed here goes too far, same will happen with destiny 3

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        6 通の返信
        • Quoted from http://flip.it/pXDVUn " Digital Foundry also brought up a topic raised by game networking developer Glenn Fiedler, who used to work for Titanfall 2 developer Respawn Entertainment. He said that the PS4 Pro is powerful enough to run games like Destiny at 60 FPS but that it would require offloading systems like AI and player processing to dedicated servers via the cloud. But as Bungie announced, Destiny 2 will not have dedicated servers, and even Fiedler said having dedicated servers “for an MMO-ish game like Destiny would likely be prohibitively expensive.”

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          • HRH FURYにより編集済み: 5/24/2017 12:22:52 AM
            Re-posting references/source info for OP. It appears to have disappeared from the thread 1. Weilbacher, Michael (March 2012). "Dedicated Servers in Gears of War 3: Scaling to Millions of Players". GDC 2012. GDC Vault. 2. ^ Bernier, Yahn (2001). "Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization". Valve Corporation. 3. ^ a b Armstrong, Andrew (2009). "The Mammoth Dedicated Server Guidebook". Mammoth Media. 4. ^ a b c Fiedler, Glenn (24 January 2010). "What every programmer needs to know about game networking". 5. ^ a b "Source Multiplayer Networking". Valve Developer Community. 6. ^ "HTTP Fast Download". Steam Support. Valve Corporation. 7. ^ "Server Plugins". Valve Developer Community. Valve Corporation. 8. ^ Bowling, Robert (21 October 2009). "Modern Warfare 2 For PC". Archived from the original on 21 October 2009. 9. ^ Denton, Jon (July 4, 2012). "Battlefield 3: How Fan-Run Servers Are Ruining DICE's Game". Eurogamer. 10. ^ Walker, Robin (12 March 2009). "And that's what ye git fer toochin that!". Team Fortress 2 Blog. Valve Corporation. 11. Cronin, Eric; Filstrup, Burton; Anthony, Kurc. "A Distributed Multiplayer Game Server System"(PDF). University of Michigan. Retrieved 12. ^ a b "The Process of Invention: OnLive Video Game Service". The FU Foundation School of Engineering & Applied Science (Columbia University). Retrieved 13. ^ Smith, Joshua. "Distributed Game Architecture To Overcome System Latency" (PDF). United States Patent. Retrieved 14. ^ Claypool, Mark; Claypool, Kajal. "Latency Can Kill: Precision and Deadline in Online Games". Retrieved 15. ^ Roelofs, Gregory. "Compensating For Network Latency In A Multi-Player Game" (PDF). United States Patent. 16. ^ a b c d e Bernier, Yahn (2001). "Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization". Valve Corporation. Retrieved 17. ^ Kertz, Alan (December 11, 2011). "Re: We need someone to create a guide for the new Network Interpolation Setting slider". Retrieved “BF3's hit model uses a combined client server model, a Hybrid Hit Detection. The client says to the server "Hey, I shot him!" and the server does a check against the position of the two targets and determines if the player could reasonably have hit that target and then applies the damage.” 18. ^ Gibson, John (5 December 2010). "Re: Will HoS present the netcode disadvantages of UE3?". Tripwire Interactive. 19. ^ Aldridge, David (2011). "I Shot You First: Networking the Gameplay of HALO: REACH". Game Developers Conference 2011. GDC Vault. 20. ^ "D8 Video:OnLive demoed on iPad, PC, Mac, Console, iPhone". Wall Street Journal. 2010-08-09. Retrieved 21. ^ "Beta Testing at the Speed of Light". OnLive. 2010-01-21. Retrieved

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            4 通の返信
            • P2p is horrible, especially with shit-based matchmaking

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            • Did you see the video when ign asked them about deciated servers? The look on Lukes and the other guy there was priceless. They had to think for a minute about answering it. Now p2p may work if the netcoding is good, connection based and no damage refree and the everybody needs the same stats algorithm, anything that makes it think and process more info is not good.

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            • Sureshot179により編集済み: 5/23/2017 9:50:43 PM
              Don't you know how expensive dedicated servers are. Those high end car payments and mortgages for their over priced houses won't pay for themselves Jeeze.

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              5 通の返信
              • Ahhsenbergにより編集済み: 5/23/2017 11:36:08 PM
                How are these morons on this forum now defending P2P?! WTF?! You people are the reason why gaming is such a shitty industry. What next? Are we going to start defending graphics from 2005 if they're in Destiny 3? I'm sure if this did happen, you all would be saying "but graphics don't matter" when you'd say otherwise. It's so -blam!-ing pathetic. I'm sure most of you would justify Bungie selling you a literal turd(lord knows you might mistake the reference being the actual game)!

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                5 通の返信
                • for honor is p2p, people have said that's the main reason they stopped playing

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                  3 通の返信
                  • Do you know on average just how much a single dedicated server would cost, then multiply that by the amount of servers needed to handle 10k concurrent connections around the world. You would need hundreds of servers to handle the load. You can make every comparison to p2p vs dedicated but a dedicated server isn't going to miracously fix latency issues. This is a business. We are customers and this business has spent money on their network architecture and no amount of arguing, debating or citations will change the end result.

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                    17 通の返信
                    • xI Vorpal Ixにより編集済み: 5/23/2017 10:46:49 PM
                      Using P2P networking will equate to lots of $$$ for BungieVision. It's actually amazing how far they have gotten with P2P. This means they won't be getting rid of it any time soon With the prospect of the Pro and Scorpio being out there I bet they will look at using those consoles to help with Networking demands. Combine that with 4v4 and some more network tuning there will be improvements but it won't stop people using dog sht internet with wifi on top of that. They need to send out disclammers about internet quality for users and highlight the use of hard wire connection at the very least. ** If Scorpio can run Destiny 2 @ 60 then let it ** No parity for PC no Parity for console **

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                    • All of your sources of information are ancient as far as technology is concerned. If your arguments are based on old technical data sources like that then I suggest you find newer sources of information to base your arguments on, otherwise people can refute your arguments as old tech and your basis for arguments will carry no weight! From skimming responses I have noticed that the majority of the lag complaints come from Xbox users, I myself play on PlayStation and I I hardly experience the kind of teleportation that I have read on these posts. As far as the dedicated server question, have you thought that maybe the return of the investment for the infrastructure is not a feasible option? A company must make a profit or the company will not be a company for long and if you have a large capital expense in servers then it will be harder to turn a profit for future projects.

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                    • Activision never uses them because of cost. One reason I dont play cod anymore. Halo, gears and tiranfall all use dedicated servers and the difference is astounding.

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                    • Good argument, but unfortunately a ridiculous waste of time explained all that, bungie know what your saying but like many others have said, the cost of buying/setting up and not forgetting maintaining the huge amount of servers required would be enormous, money that would be then taken away from budgets else where, or, we would end up paying more for additional content or even have to pay a monthly, which I would imagine not even half of the console community would do, (considering we all pay to play on our respective systems anyway) and the game would wither and die after 6 months. P2P is the lesser of 2 evils, and with broadband speeds increasing all the time around the would, the difference between dedis and p2p is becoming less noticeable.

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                    • Talktofrankyにより編集済み: 5/23/2017 1:09:42 PM
                      So basically what we have now learnt is: Destiny is definitely NOT an mmo. DO NOT INVEST THE TIME IN LIKE YOU WOULD A NORMAL MMO RPG (such as wow) D2 is for casual players

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                      • I don't think connection issues would be a problem if Hand Cannons had lower range and Fusion Rifles had a wider cone. Get on it Bungie.

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                      • Im surprised that D2 wont get DS support.

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                      • Something I'm interested in knowing is if it is bungie's decision or Activision's.

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                        11 通の返信
                        • burritoseniorにより編集済み: 5/24/2017 1:52:56 AM
                          I wonder if there's a correlation between the people that swear an undying love to the concept of dedicated servers, and conservatives. Oh I'm sure there are exceptions, and those same exceptions will undoubtedly be the only responses I'll get to that query (if any) without posting a separate thread (since folks are more likely to voice dissent than assent), but I feel like there might be some validity to it. The whole 'jumping on the bandwagon' deal, or 'anecdotes are king' thing. It would definitely be an interesting study at any rate. Not that it's worth the effort it would take, of course.

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                        • The idea of dedicated servers appeals to me, but I think everyone is barking up the wrong tree. Rather than demanding dedicated regional servers from Bungle/Activision, we should be hitting up Sony. XBox uses Microsoft's server network, so do many PC games. I feel like we should be asking Sony to set up regional servers in support of their console systems. This would be of greater benefit since they hold [i]all[/i] of the titles on PSN. My thinking is that the largest affected entity stands to make the greatest gains from investing in this service. Meaning they might actually be willing to put forth the cash. Just a thought.

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                          3 通の返信
                          • I'm just going to throw my 2 cents out there, but even with games that DO have dedicated servers, you can still lag, and sometimes significantly. Take Halo 5 for example. Most of the time when I play, its largely lag free, but on occasion I'll get some rubber banding, black screening, and all the other problems associated with a lag spike. The bottom line is connectivity is always going to be an issue so long as the people you are playing with aren't connected on a local LAN line. Dedicated servers definitely help, but they're no silver bullet.

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                            9 通の返信
                            • Standard? You do understand one of the biggest fps (COD) use P2P; actually better yet a hybrid P2P the same as destiny. It isn't a industry standard your false entitlement makes me sick. Having your industry standard costs a whole a lot of money; tell me have you done the math...really crunched those numbers to assess the amount of money it would take. You didn't did do? You have no idea how much it takes to develop a game plus all the additional cost; marketing, paying employees, soundtracks, etc. the list goes on I can understand your want for this "standard" but don't sit here and act like it's something EVERYONE does because quite frankly it's not and you'd be surprised how many games actually run a hybrid P2P it saves money so that extra bit of revenue can be pumped into additional content or bug fixes. Oh yeah that's right bug fixes cost a good deal of money as well; did you know that? Bungie actually has to pay Sony and Microsoft for it you didn't think it was free did you. Everything and I certainly do mean everything cost money; now you could argue that dice or blizzard can do it why not bungie? Well those two companies are juggernauts who have created entire engines that are widely used by a lot of people so that's where all their extra revenue comes from. I apologize for the wall of text I didn't structure it properly.

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                              43 通の返信
                              • waltzz22により編集済み: 5/23/2017 3:33:37 PM
                                I live in North Queensland Australia I play World of Tanks occasionally which has a dedicated server for my region in Singapore. I have many more lag and drop out issues with it than I ever had with Destiny,. Destiny is one of the most responsive games I ever played on or offline. So whatever they (Bungie) are doing, it seems to work just fine for me

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                                4 通の返信
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