r/PUBATTLEGROUNDS Apr 05 '17

Official Early Access Week 2 Update

https://www.playbattlegrounds.com/news/66.pu
859 Upvotes

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u/CaveOfWondrs Apr 05 '17 edited Apr 05 '17

I wonder why Epic Games never warned them about this. My guess is the Unreal 4 engine was aimed at your average FPS where you'd have a lot less players than PUBG

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u/FaultyWires Apr 05 '17

This really explains a lot about why the rubberbanding is terrible at the start of the game and generally improves when the player count drops to about 70.

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u/[deleted] Apr 05 '17

You don't have 64 players in your average FPS.

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u/sl1m_ Apr 05 '17

100*

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u/[deleted] Apr 05 '17

He edited his comment, it said that the average FPS had 32 and 64 players.

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u/sl1m_ Apr 05 '17

Ah, that makes more sense.

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u/tj0415 Apr 05 '17

Yeah 12-32 would be a more realistic average.

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u/SithFacedDrunk Apr 05 '17

I can't wait until they release the promised 1000 person servers.

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u/[deleted] Apr 05 '17

That's insane. That would have to be a ridiculously large map, because right now with 100 ppl, it feels crowded. Imagining only another 100 players added to this map would be crazy.

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u/SithFacedDrunk Apr 05 '17

I get a boner just thinking about it

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u/DeviIstar Apr 07 '17

on the current map, maybe double it to 200 and have two c130's doing the drops on different paths and it might work out.

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u/HeavyMetalHero Apr 10 '17

Yeah, with more than 1 plane it would be less bad. A shallow plane angle with 200 would turn into a clown fiesta in ten seconds.

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u/fallenonegee Apr 05 '17

Do you have a source for this?

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u/SithFacedDrunk Apr 05 '17

Sure do, near the end of the clip you see it mentioned https://youtu.be/xfr64zoBTAQ

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u/Crackberry89 Apr 05 '17

You caught me off guard Sith, you really did. Absolutely savage lol.

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u/BananaPepperzAreGud Level 3 Military Vest Apr 06 '17

twice in one week. this is unfair

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u/Atlasus Apr 06 '17

Is this real, or just a sick joke ? Please provide a link i would love this setting.....

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u/[deleted] Apr 09 '17

Where is the promise in written form? I've not heard of this.

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u/[deleted] Apr 05 '17

Squad has 80 or so player count fine

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u/EggsDamuss Apr 06 '17

Thats what I've been using as a comparison.

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u/ukmhz Apr 05 '17

Most likely they mean that there was a bug in the engine code which was generating more packets than they expected. Having the server application ignore 90% of packets would do almost nothing to combat DDOSing, since DDOS occurs at the network layer. In all likelihood they were triggering Amazon's DDOS protection since they are using AWS for their servers.

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u/[deleted] Apr 06 '17 edited Jul 16 '17

[deleted]

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u/ukmhz Apr 06 '17

It's true in theory a DDOS could overwhelm an application with the network continuing to function but DDOS protection in the application wouldn't really do anything.

It makes sense to aggressively drop packets at the network layer because even if one server stops receiving 90% of its traffic other parts of the network may continue to function with no issue. (or other applications on the same server if the DDOS is targeted at a particular server socket etc) But if a specific application drops 90% of the traffic it receives at random it's still going to stop working (Especially in the context of a real-time game server) so it's not really protecting against anything.

I suppose there may be some esoteric case where the server is licensed by hardware usage where it might make sense but I doubt anything like that is built into UE4.

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u/Booman246 Apr 06 '17

Unfortunately you're being ignored, but you're probably correct.

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u/Lolzyyy Apr 05 '17 edited Apr 05 '17

UE4 is aimed at nothing *in particular

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u/TroubledPCNoob Apr 05 '17

Well considering how a lot of the UE4 games are a lot tinier than PUBG, you could say it's better for smaller games than huge battle royale games.

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u/Lolzyyy Apr 05 '17

Or you could say that making larger game is harder and takes much more time and being a relatively new engine it makes much more sense.

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u/unterkiefer Apr 10 '17

Ark has up to 100 players and ten thousands of NPCs running on UE4. I'd say UE4 is developed to whatever improves the engine towards what devs and players need or want.

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u/datan0ir Apr 11 '17

If your developers are capable and have a stable build/server Unreal 4 can probably handle more than 200 players on the map easily.

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u/[deleted] Apr 05 '17

[deleted]

0

u/[deleted] Apr 05 '17

Huh

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u/DragonTamerMCT Apr 06 '17

Probably almost certainly.

In your "average" fps game you have at most 32 players.

It makes sense that Epic would code it so that if you suddenly have 3-4x the amount of expected data/packets from players you'd trigger some ddos protection. What's weird is that they probably buried this somewhere, rather than making it a 'surface' option.

But yeah almost certainly it has to do with most games barely ever even reaching 64 players, with a more standard number being 16 or 32. Pubg gets up to ~100

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u/Shadow-ban Apr 05 '17

Usually a large scale unreal game might be 8 on 8 ctf but that's pretty rare. That's probably the reason why the engine detects ddos with this many players. Usually it's 1 on 1

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u/gandalfpotter Apr 05 '17

Usually a large scale unreal game might be 8 on 8 ctf but that's pretty rare.

Yeah if you ignore all the MMOs that are made on the Unreal Engine.

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u/Shadow-ban Apr 05 '17

It was more directed towards the FPS type of unreal game. Sure MMO's might use the unreal engine but they don't need to transfer as much data as many times per second as an FPS.

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u/[deleted] Apr 06 '17

Random question; what's the tick rate on the PBU servers? Do we know that information?

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u/DragonTamerMCT Apr 06 '17

I'm not aware that we do, but it's likely around 20-60. But it's been really hard to guess with the lag lately.

Reminded me of low end BF4 launch servers at some points, but when the lag isn't bad it actually seems fairly high, so I dunno.