While I’m sad to say goodbye to my friends at Sony, I’m excited to be starting work at Respawn on Titanfall.
A few things interested me at Respawn, beyond the obvious points of an incredibly talented team and a ridiculously kickass game running at 60fps.
Specifically this article by Jon Shiring, network programmer at Respawn:
As I read this article quite a few things rang true with my experience with game networking. I very quickly came to the conclusion that peer-to-peer simply cannot compete with the matchmaking speed/quality and in-game network performance of dedicated servers. Sure you can throw money and time at it but ultimately you run into limiting factors such as poor internet connections, varying network conditions and time to NAT. And even if you could solve it, if everybody had fiber optic NAT 1s, you still run into cheating issues, lag switches and waste a lot of time handling host migration.
Wouldn’t it be nice if instead of doing all this crap you could just focus on making a really awesome game? And if this game had excellent matchmaking performance and speeds because it didn’t need to wait around and run QoS queries to match players together? If you didn’t have to worry about host migration because the host was always there? Even better what if you could perform all the physics and AI functionality on the server so the box can optimize to focus on rendering, making stuff look amazing and one of the boxes isn’t overloaded with extra CPU cost to act as the server?
I found myself in the unique position of a P2P networking expert seeing much of my work over the last few years obsoleted. I also came to an understanding of precisely how revolutionary dedicated cloud servers will be for competitive multiplayer gaming on consoles.
So when you find yourself with an opportunity to join such a team, you take it
I’ll not be very active on here for the next year.
See you guys on the other side of Titanfall.