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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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  • There are different perspectives to consider. For example for us, in Hawaii, dedicated servers are awful, Halo 5 comes to mind, worse possible lag. Ever. Why? Well, there's that possibility that someone closer to the server has a better connection, and being in the middle of the ocean, lol for us. Destiny seems to connect us mostly with fellow islanders, or CA players. A good thing. I have rarely if ever experienced intense lag in Destiny. Have tried to play Halo 5 campaign with online friends on the mainland and it felt like being a drunken pirate on a stormy ocean, in slow mo. Dedicated servers are great if you can have them in many locations. Also, if server goes down, we're all down. Not even campaign because Destiny requires being online to play. From what I've read out there, dedicated servers are not the solution to all things that can go wrong. It seems that small games under 20 people p2p is better, large scale games dedicated servers are better. Destiny doesn't seem to fit in the latter category. Just an opinion. Networking is complicated. xD [quote]Dedicated gaming servers are an industry standard for AAA Massive Multiplayer Online (MMO) games. [/quote] Destiny is not this ^

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    • Destiny 2 Reveal revealed Bungie solved lag by removing players from the game. Genius move, and still they preorder and defend it. Certified Sheep...

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      • So has Bungie released a statement saying they will be using P2P on PC? Last I heard they hadn't released any details other than they hired an outside company to help with getting it ready.

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        • TL;DR destiny will flop on PC. Different gamers on there and expectations are different for games. Destinys lack of many things will cause it to fail there. $10 Steam games with more playability than destiny

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          • There will be a time where we're all dead, but people are still complaining about P2P. [i][b]"This is the way the world ends." -Cortana[/b][/i]

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          • TLDR

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            • Good writeup.... The bottom line is, well Bungie cares more about the "bottom line" than the game experience. L Smith and M Noseworthy quite clearly stated that the CPU (in contrast to the GPU) on the PS4 (pro) doesn't have sufficient processing power to process the AI, Physics simulation and networking required to run at 60 FPS ... any self respecting dev would look to solve this problem, the logical solution, offload the game logic to a dedicated servers with more powerful CPU's. When asked why no dedicated servers .... The answer was clear ... "it's not an investment that that that we made for Destiny 2"

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              • Edited by xI Vorpal Ix: 5/23/2017 4:18:11 AM
                Bungie could be looking at a Mass Effect Andromeda like response to Destiny 2 if they continue forcing Parity. Every man and dog are making vids. People have not forgotten the debacle that was Destiny 1. It took Bungie a very long time to get Destiny 1 back on track.

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              • Edited by SkinlessGorgon: 5/22/2017 5:35:00 PM
                Without a complete game engine re-write they cant. It usually takes 5-7 years to make a game. They only really had 3 years, so they tarted up the engine with HD visuals to try to distract people. The car bursts into flames and they want to give it a paint job? great Good job on the write up though, and I agree with the majority of your points

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                • Very good summary!!!

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                • Activision only made 2 billion on microtransactions last year, they can't afford them.

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                  • I'm not sure of any of that. Here is what I am sure of: Destiny's p2p system ruins PvP. It doesn't work, it turns what could be, and sometimes is, great fun into a broken mess of frustration. If it isn't DS it has to be an overhaul of the whole scheme. In any case, I'm not buying it if it doesn't work.

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                  • One solution if they stay p2p. Tighter latency limits. Red bars to orbit

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                    • Well written. They should pay you for this.

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                      • I won't be getting Destiny 2 after reading the interview where they stated there wouldn't be any dedicated servers for it. Hey ho, Destiny had a good run but I'm sick and tired of lag switchers

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                        • 2017 and no dedicated servers you cheap bastard's bungievison

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                        • Edited by Capt Explodabob: 5/23/2017 7:03:43 AM
                          I remember creating a post similar to this way back in 2014 only for the Desticle Defence Force (DDF) to swoop in and excuse P2P with the typical "it's your internet" conceit. Funny how things change.

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                          • Bungie thinks 4vs4 will reduce lag...

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                          • Edited by ChaseyCakes: 5/22/2017 11:15:07 PM
                            Here's a compromise if they're worried about having too many people on the same server have p2p connections for patrol strikes and social spaces where connection isn't a huge priority and have dedicated servers for raids and pvp

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                            • Dedicate sever can still lag and cost more to maintain. How many of them we need for each regions? Would we like Destiny to become a monthly subscription game and we all willing to pay $10-15 per month for accessing and play? P2P is as good as the users connections, if every one had a decent internet and Bungie fix the match making to prioritize connection speed and distance then in P2P works fine. Those that playing online with shared internet wifi at the dorm and appartment, library, campus, McDonalds and neighbours or cheap low speed connection are also one of the factor that created the problem. P2P gives that the game can be played as long there are players playing and the main match making sever still online. Dedicated server can be shutdown as soon as it is not cost efficient anymore. Yeah, sure. Many are throwing around numbers in billions how much Bungie made and no one giving the numbers of how much they have spent or lost, seems fair right? Note: I do not claim to have a master degree in networking and internet traffic, never worked for NASA and not a veteran in WW1 or WW2. Also I do not have blackbelt in anytypes of martial arts and do not speak 7 languages. Barely maintian a 1.0 K/D and plays like a potato in PvP, so this is just my opinion.

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                              • P2P is better anyway

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                              • Bump

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                              • Edited by xDarkTempest-: 5/23/2017 12:38:35 AM
                                I like these post not because I care but because the fanboys are defending it at will while bongo is just sitting back laughing because with all the money the accumulated from the pre orders of fanboys why would they need dedicated servers if they already know enough people are buying this garbage. 😂😂😂😂😂😂

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                                • .... guys we are still in may. The game doesn't come out till September. Bungie can easily invest into dedis anytime from here to there and still invest into it at anytime after and all of you bashing D2 will feel real stupid talking all that shite and canceling your pre orders only to have to back to hunting for that special/collectors edition lol. Man I really, really hope that happens.

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                                  • About 1/10 matches are laggy for me and im from the UK, i dont get what everyone complains about, its not that bad

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                                    • Edited by TheLastSeabass: 5/23/2017 10:28:22 AM
                                      This

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