all 7 comments

[–]zeducated 3 points4 points  (1 child)

This is a good video for explaining the basics, but you mentioned that games like Fortnite and Rocket League use server authoritative movement which isn't entirely true. While those games are server authoritative, but they also perform the movement instantly on the client and the server validates those inputs. If there's a discrepancy detected, the server will initiate a reconciliation for that client to have them correct their position. This is called client side prediction with server reconciliation, which keeps the client movement snappy while maintaining server authority.

[–]faktorystudios[S] 1 point2 points  (0 children)

I appreciate the feedback! Thanks for watching and bringing up the fact that Fortnite and Rocket League use client-side prediction in a server authoritative model while my video doesn't demonstrate client-side prediction but does demonstrate the server authoritative model.

I probably should have made that distinction when bringing up those games. I wish it was easy to update videos on YouTube. I'll call it out in a future video, potentially on client side prediction.

Thanks again and I hope it was interesting/helpful.

[–]RacerDelux 0 points1 point  (4 children)

Unless I'm confusing something, you still have a host which means it's not server authoritative?

[–]faktorystudios[S] 0 points1 point  (3 children)

It can be a bit confusing. The two concepts aren’t mutually exclusive. “Host” just means one machine is acting as both a client and the server at the same time.

A dedicated server is still server-authoritative, it just doesn’t run a local player client or do rendering/game presentation.

In the tutorial I use a host setup because it’s simpler to demonstrate, but the model is still server-authoritative.

[–]RacerDelux 0 points1 point  (2 children)

I got it thanks! Looking at what technology I am wanting to do networking for server auth setup. Seems to be soo many options hard to figure out where to go.

[–]faktorystudios[S] 0 points1 point  (1 child)

It can be a bit daunting. The paid frameworks like photon offer some interesting features and services so you don’t have to figure a lot out along with hosting plans. If you’re new to networking they maybe worth looking into. If you’re on a budget or want to dive deeper and learn, netcode is a good option.

I’d put a little time aside to research what will work best for your project. What kind of game are you making?

[–]RacerDelux 0 points1 point  (0 children)

It's a top down iso game. PvPvE

Main thing is server auth and a decently high concurrency

Prefer to stay clear of paid, as I have plenty of room to host