Online multiplayer beamng drive

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But then, people like me with satellite (ping between 200, could sway between that in a few seconds) or DSL (70ish ms), would need much more smoothening, ruining the fluidity and accuracy of the game. That said, there would need to be some major smoothing in place, as the replay needs to be sent instantly, and the average delay between computers (assuming an infinitely fast server) is around 30ms (assuming both have fast cable internet and are somewhat close to the cable server). This wouldn't allow reflections, and could get confused with map objects, but is possible. Maybe they could add some kind of color detection, where if the game detects the specific color of a players car, it will treat that as another vehicle. A 1 minute replay is only a megabyte or two, meaning that input lag and internet latency (ping) will be the biggest factors for internet.Ĭollisions, on the other hand, are quite a bit harder to implement, as it's not an extremely low latency solution, with the client taking a replay of the game, uploading it to the server, then having the other clients downloading it, while they are doing the same to you.

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We know that multiplayer will be based off of the replay app because of that, so I believe that multiplayer will work by taking a live recording of the game and send it over to the other players.

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