~/talk

Cross-play, P2P, and Unreal Engine— Easier Said Than Done

Talkat Unreal Fest 2022 · 2022-10-17..10-20· [networking, game-development]
links:none on file
slides:none on file

Outriders’ cross-play uses WebRTC + Coturn for NAT traversal but disables built‑in reliability to avoid extra latency, and falls back to relay servers (one VM can host tens of thousands of players) when direct peer connects fail. Backend uses server‑sent events for low‑latency signaling, PlayFab for matchmaking, and join codes for party joins. Voice uses third‑party services to meet the US CVAA speech‑to‑text requirement. Version compatibility uses compatibility buckets so only matching builds can connect across platforms.

AI-written summary · about

  1. 0:00Intro
  2. 0:47Introduction
  3. 1:17Who are People Can Fly
  4. 2:08Presentation Outline
  5. 3:18Motivation
  6. 3:45Define the problem
  7. 4:16Design considerations
  8. 4:44User experience
  9. 5:17Crossplay
  10. 6:06Pressure vs Monetization
  11. 6:39Microtransactions
  12. 7:26Examples
  13. 8:19Summary
  14. 10:20How to establish lowlight
  15. 11:37Relay servers
  16. 12:32How to implement
  17. 13:47Channel negotiation
  18. 15:08Recommendations
  19. 19:39Centralized Database
  20. 20:19Display ID and Internal ID
  21. 21:31Matchmaking
  22. 24:29Multiplatform certification
  23. 25:54Compatibility buckets
  24. 28:18Conclusion
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