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Networking with a huge player base?

Discussion in 'Multiplayer' started by monckey100, Jul 13, 2015.

  1. monckey100

    monckey100

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    Jul 7, 2015
    Posts:
    2
    I looked into Darkrift, Photon, uLink, Tnet, uMMO and I have no idea which one to go with so I figured maybe my project doesn't fit into the dimensions of any of them and that it would be better to just program my own server with C++ but I have no idea how unity interacts with servers and how to setup such a sophisticated network. Basically I need to handle 20k ~ 50k+ players and the server is going to be authoritative, I'm designing a MOBA but I wasn't sure of the best way to properly design the network, and if I should go with any of the above or which ones to go with or if I should just make my own server and how I would go about doing so.

    These are the ones I looked into, but googling them lacked results:
    https://www.assetstore.unity3d.com/en/#!/content/1786 <Photon>
    https://www.assetstore.unity3d.com/en/#!/content/12080 <Photon PUN+>
    https://www.assetstore.unity3d.com/en/#!/content/6059 <Tnet, claimed better than photon>
    https://www.assetstore.unity3d.com/en/#!/content/14984 <Authoritative server which implements valve stuff>
    https://www.assetstore.unity3d.com/en/#!/content/16711 <DarkRift Networking>
     
  2. EmreBgdy

    EmreBgdy

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    Jul 13, 2015
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    14
    I would sugged going for PUN +. You gonna need to sign a enterprise plan if you are really expecting that amount of player. Since photon has lobby system and since MOBA is a game which is being played like 5vs5 or 7vs7 players shouldnt get affected by the lag being caused by the huge amount of players. Photon handles it kind a good with its lobby system. What you should worry about is the database in my opinion. Storing that amount of players data going to require a good optimization or a monster server.

    As i said, this is only my opinion. I would go with this way if it was me doing this project
     
  3. monckey100

    monckey100

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    Jul 7, 2015
    Posts:
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    What of Tnets claims, do you think it's bs?
     
  4. EmreBgdy

    EmreBgdy

    Joined:
    Jul 13, 2015
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    Never used it but i know photon is capable of handling that amount of players. Albion Online(a hardcore MMORPG) uses photon. They are probably using it at their own servers but its a prove of it can handle that amount of players.
    Since you are waiting up for 50k+ player i assume that you have got the needed hardware or the money to purchase it. If you dont have the money for it than whatever server application you use, it wont matter. Handling that amount of player requires money, even if you run the server at rented cloud or build a server yourself.

    I cant compare Photon with Tnets since i didnt use Tnets but i cant see any big companies using Tnets for their project. Photon got many big companies who is using it at their project. Thats the only comparation i can make. As i said never used Tnet so its hard to make a comparation for me.