Replication Graph For Optimizing Real-Time Strategy Games | Unreal Fest Europe 2019 | Unreal Engine

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Unreal Engine

Unreal Engine

5 жыл бұрын

Traditionally, multiplayer real-time strategy games have used the lockstep approach to support larger numbers of units fighting their way across the battlefield.
In this Unreal Fest Europe 2019 session by Deadalic Entertainment's Technical Director Nick Prühs, you'll discover the different techniques used for profiling, evaluating and improving the network performance of A Year Of Rain, including the Network Profiler and Replication Graphs.
Learn more about Unreal Engine at www.unrealengine.com

Пікірлер: 16
@Kokuyous3ki
@Kokuyous3ki 4 жыл бұрын
Year of rain looks like a simple warcraft clone. Which makes me want to play it already! Seriously, nowadays it's so rare to see good stuff like this!
@erickpassos
@erickpassos 4 жыл бұрын
Expected some cool insights of an advanced clever use of replication graphs... Got a story of naive attempts to use the wrong network approach for an RTS instead...
@user-vc2pm5xv7s
@user-vc2pm5xv7s 4 жыл бұрын
as confusing as Unreal is, I find it is amazing always if you finally understand it and feeling so powerful ever after lol.
@Neo7k
@Neo7k 5 жыл бұрын
1) Why would one replicate static trees at all? 2) Okay, but why do trees have movement component? 3) Okay, but why does the replicated movement component consume bandwidth while it does not move (thus no information to replicate)? 4) I still don't get how does this graph work. Did you consider drawing the nodes and connections? Or the point of the presentation was to tell the others such a graph exists so they stop the video and go to read the docs?
@DeltaZavr.
@DeltaZavr. 5 жыл бұрын
11 sec 1600 Kbytes ?
@ruslandad365
@ruslandad365 2 жыл бұрын
Warcraft 3???
@serdaryatar1248
@serdaryatar1248 3 жыл бұрын
The uummmss saturated my bandwidth
@v-sig2389
@v-sig2389 3 жыл бұрын
Why did you make my brain notice that, i had a chance to filter this in an unconscious manner 😅
@templardark4401
@templardark4401 4 жыл бұрын
I really dont think this is the right approach to make massive RTS game
@EnterpriseKnight
@EnterpriseKnight 2 жыл бұрын
How so? It's a legit question, I'm into GameDev and I want to make a simple RTS game.
@templardark4401
@templardark4401 2 жыл бұрын
@@EnterpriseKnight lock-step based framework is still the best way to make real massive RTS games. data replication approach got lots of limitation in this case.
@EnterpriseKnight
@EnterpriseKnight 2 жыл бұрын
@@templardark4401 Well you just opened the gates of hell for me. I better start studying and working on a lockstep system for my UE4 RTS. I did not know I needed something like this to have proper multiplayer.
@codytownsend3259
@codytownsend3259 Жыл бұрын
@@templardark4401 Most rts dont use lockstep anymore
@adamplechaty
@adamplechaty 5 жыл бұрын
Seriously... we appreciate the content, but even a junior social media person knows NOT to spam your subs all at once. Not to mention you now have your learning portal. So here is a tip for you free of charge. Put up a trailer video with all the links to each separate video in the description. Easy huh?
@TheIcemanModdeler
@TheIcemanModdeler 5 жыл бұрын
Thanks for spamming my inbox with 30 different videos at once, God forbid you would put some time and maybe make a couple videos appear per day, but that would be too much work.
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