In the end it's FDev's decision what to use and how to put infrastructure in place.
The problem is a very cost efficient but sub par communication infrastructure in game. Starts with UDP. Goes on with geo loc ip based instanciating. More so with Amazon el cheapo services. No fallbacks. People who repeatedly screw connection building by fiddling around with MTA which is a no-go for more than 20 (!) years. The real list of issues with that is way longer and way more complex.
Fact is: Networking, matchmaking and procedural stability need a lot of work. Networking is dependent on way too many factors to work this way. Matchmaking can easily be manipulated. Bugs galore. All this "don't blame FD, blame Amazon, blame yourself, blame your connection" is utter rubbish.
Few notes here:
* There's no real geo loc ip based instancing - mostly they use measurements between client and server to understand how deep in woods you are. That is put into matchmaking algorithm;
* There's no real other choice than AWS. They're only ones that provide tools what enables ED and other data centres struggle with pricing and tool set;
* UDP is only one thing that makes game work. Without UDP there's no real time traffic. Not sure where you go with that;
* Local connections are major point of pain in most of situations - lying/bad ISP ("we don't filter peer to peer, honest", or "we don't limit upload speeds", and so on so forth), ISP provided cable modems, and so forth;
* MTU changes are tricky - fact they are needed means network between you and outside world does not serve UDP/real time traffic very well;
What FD can improve:
* Smoother upscaling/downscaling;
* Smarter distribution of clients between servers;
* More crisp protocol implementation in code/squash those bugs;
TLDR FD can clearly do a lot for networking, but there are parts which will be up to infrastructure;
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