Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice

3D vs 2D bandwitch

Discussion in 'Multiplayer' started by LORDyIT, Jul 2, 2019.

  1. LORDyIT

    LORDyIT

    Joined:
    Jun 27, 2018
    Posts:
    2
    Hi,

    I am working on my TCC game and received some feedback about 3D games consume more bandwitch than 2D games. For example, if i use the same script on a game with a 3D characters and on a game with a 2D character. The game with a 3D character will consume more bandwitch.

    There is a documentation or similar where i can verify this such of thing?

    I am using Photon 2 PUN by the way.

    Thanks!
     
  2. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    Network usage should have nothing to do with how the game is represented visually. I would venture a guess that comes from 2D games just being simpler games in general, rather than some inherent effect of how the games are visualized.
     
  3. LORDyIT

    LORDyIT

    Joined:
    Jun 27, 2018
    Posts:
    2
    I agree with you. This feedback i mentioned came from a teacher when i was presenting my course conclusion project, i thought he was wrong but i had nothing concrete to reply at the moment. I will dig some more but thanks for the reply.
     
  4. digiross

    digiross

    Joined:
    Jun 29, 2012
    Posts:
    323
    I'm no networking specialist, but 2D objects have a xy-axis and 3D has xyz-axis. That in and of itself would mean a little more bandwidth.

    Typically 3D games have more players, so more player positions (mind you xyz-axis) to transmit across the network.

    Also, if the game was streaming/downloading new content (maps, characters, items, skins, etc.) the files would be larger (2D sprites vs 3D models and textures). But once streamed/downloaded they would be on the end users computer so just a one off.

    My game is single player (currently) with a basic multiplayer foundation to enhance/finish later. That way I can perfect the gameplay first, and then finish tackling all the multiplayer headaches.

    I'm curious about other peoples thoughts on the topic. Perhaps we we can all get a better grasp on the 2D/3D singleplayer/multiplayer bandwith complexity...
     
  5. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    You're using photon and asking these kinds of question so I doubt you'll be able to save any bandwidth other than try to send packets less frequently.

    Basically networking is just sending values to another computer. It's perfectly possible for a 2D game to consume much, much more bandwidth than a 3D game so for a start, you need to stop thinking in terms of 2D or 3D and thinking about how to send less information less frequently.

    So a 3D game could easily send less frequently - it could be turn based and send almost nothing. It could be that the 3D game is like diablo, in which case only x and z would be sent.

    I think you get the idea!