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Name Company Title Experience Previous Games Current Project. Minh Le Pearl Abyss Creative Director, Game Design & Strategy Division Over 20 years of experience in game design and development at companies Counter-Strike / Day of Defeat / Rust / Tactical Intervention.
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Name Company Title Experience Previous Games Current Project Minh Le Pearl Abyss Creative Director, Game Design & Strategy Division Over 20 years of experience in game design and development at companies Counter-Strike / Day of Defeat / Rust / Tactical Intervention New FPS game under development with Pearl Abyss
Challenges in Multiplayer Development 1) 1st Person Viewmodels usage PROS and CONS 2) Network optimization for multiple NPCs 3) Multiplayer Vehicle Physics 4) Animation Data optimization for multiple weapons
Doom 1 Wolfenstein 3D Half-Life 1 Quake 1
COD:Modern Warfare Quake2 CS:GO Battlefield 4
1st Person games that DO NOTuse a separate viewmodel Star Citizen PUBG ARMA 3
PROS of using Viewmodels 1) Gun Animations can be custom made to look aesthetically pleasing in 1st person 2) Gun can be placed in a more aesthetically pleasing location and FOV 3) Avoid weapon clipping into world 4) Gun's position is locked to the camera regardless of character's movement
2) Gun can be placed in a more aesthetically pleasing location
Viewmodel can be placed inside of Bounding capsule Viewmodels can be rendered in a separate Pass ( after the world has been rendered)
3) Gun's position is locked to the camera regardless of character's movement
CONS of using viewmodels • 1) Have to create two sets of animations. 2) Uses more memory: animations and separate viewmodel mesh + textures. 3) Rendering shadows causes problems because they don't sync up with the 3rd person character. 4) complications arise when displaying different clothing on arms.
Star Citizen : Bridging the cap between Viewmodels and NON-Viewmodels
Each car required required ~10 Kbytes/sec of network bandwidth
Spawning cars at the start of game round Spawning all cars at the start of round caused a huge spike that caused many players to timeout. We spawned the cars over a duration of time to mitigate the huge spike.
As players became separated; New hotspots needed to be created
CONCLUSION Client Authoritative was a better choice for us because our cars were very fast and our level was very tight. This required us to have the lowest response time. Server authoritative is only acceptable in large maps where collisions occur infrequently and having a bit of driver lag is ok.