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File: hytale.png (15 KB, 520x127)
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Hytale uses QUIC for multiplayer. What do you think about it? Is this the first reasonably popular game that implements multiplayer over QUIC instead of using TCP or their own custom protocol on top of UDP?
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>>>/v/
>>>/lgbt/
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>>107831502
I think you're expecting too much from /g/. Nobody here has ever designed something as complex as an online games protocol and nobody here understands what using QUIC gives you over TCP and what you give up in exchange, especially in expensive server setups.

At most, you'll get some schizo off his meds complaining that "THE TRANNIES!!!!!" are getting rid of TCP to further their goals of world domination or something.
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>>107831502
all quic data goes to google. you just played yourself.
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>>107831790
Sad but true.
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>>107831790
>what you give up in exchange
What (compared to TCP)? I mean there's TCP offload which you can't use with quic, but I don't know if it's a big deal
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>>107832866
It's mostly that. That and the maturity and stability of TCP stacks in general.
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>>107831502
>hytale
the fuck is that and why should I give a fuck?
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>>107832894
It's minecraft but you get to buy it again.
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>>107831502
>>107831790
>multiplayer games
>tcp
huh?
surely most use UDP
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>>107833030
Well some do use TCP, the Java edition of Minecraft does it for example
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>>107833054
minecraft is a meme with low constraints
pretty sure real games have always used UDP
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>>107833030
games use both. udp for gameplay, tcp for chat and misc functions.
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>>107833081
wow still uses TCP
>>107833097
yeah that's probably where QUIC fits in, good alternative since encryption happens transparently and firewalls won't have a problem with it
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>>107831502
Can you encrypt QUIC packets?
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>>107833655
QUIC has mandatory TLS 1.3 built into it, it's not even possible to disable it (last time I checked) because the QUIC handshake includes TLS handshake in it, so yes
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>>107833694
Dang
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>>107833054
>>107833112
both uses UDP, TCP is only used for chat communications. That's literally the standard in multiplayer videogames.
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>>107835228
wow uses TCP for all network communication
except voice chat, which no one uses, that's over UDP for some reason
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>>107835228
Minecraft Java Edition literally uses TCP for everything, what do you mean? It's pretty well known, but here's written proof of it: https://minecraft.wiki/w/Java_Edition_protocol/Packets#Definitions
The only thing Java Edition uses UDP for is the "Open to LAN" feature
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>>107833081
minecraft is a real game you retard.


rope yourself NOW
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>>107831502
I think it's neat, but my primary interest is in WebTransport which implements "bidirectional, multiplexed, and unreliable/ordered delivery" over it. Sadly that's still in development hell. Quic by itself, all I can say is it's cool how they improved aspects of it beyond TCP and the backing from Goog makes it play nice, but mandatory encryption is mixed blessing. Sure, it guarantees integrity of packets (the major value add in gaming), but packet tampering for videogames doesn't really impact most players, and you pay a huge cost for encryption in return. As with most things, it ultimately depends on the game and the engineering tradeoffs you want to make.
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>>107831844
Mullvad recommends QUIC. How true is what you're saying?
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>>107835929
mullvad uses rust now and doesnt support port forwarding anymore
probably will stop supporting cash by mail as a payment option soon
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>>107835651
>you pay a huge cost for encryption in return
Do you really for the data rates a game would need? I kind of doubt it.
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>>107836037
Hence "tradeoffs". If yours is a turn-based game with 10 users per box then, no, it's negligable. But if you're trying to squeeze 100-1000 players with 100ms tick on a single machine, that's a much more significant cost. Too lazy to get numbers, but just look at the people bitching about HTTP (no S) dying and calculate if your RPS & target hardware is similar.
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>>107831844
Source: Rectum et al
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>>107831516
fpbp /thread
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>>107836121
I haven't worked on game servers but I did work on enterprise message passing shit where I had to look into the potential impact of encryption. From what I remember large numbers of small messages received very little impact while large messages carrying large payloads did show quite a lot of extra CPU overhead. That mostly happened because large payloads moved very large amounts of data around while small payloads hit other I/O bottlenecks and overall data rates were much lower despite a far higher message rate.

Ultimately I'd be pretty sure a game server use case would be more on the large number of packets with relatively small payloads side, no? Like how high could data rate per player reach?
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>>107833018
I've never played minecraft though
>>
we hae webRTC thoughbeit



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