The 3 Layers Every Online Multiplayer Game Runs On
Manage episode 505692842 series 3683758
This is a Game Dev Podcast with my guest Erick Passos from Photon Engine (Exit Games Inc.), a company that provides networking solutions and server architecture for online multiplayer games. I try to understand more about how how online multiplayer works in general and in particular how to use Photon's Quantum and Fusion to develop online games faster.
Links to my Guest
➤ Photon Engine: https://www.photonengine.com/
Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
0:00 - Intro
0:17 - The 3 Layers of Multiplayer Tech
4:56 - Photon’s Products Across the Stack
6:54 - Transport Layers & Steam Relay Limitations
8:02 - Fusion vs Quantum + Designing for the Envelope
10:36 - Start from the Top: When Transport‑Only Makes Sense (MMOs, Server Logic)
15:53 - From PUN to Modern Netcode + Notable Games
21:21 - State Replication vs Determinism Explained
24:49 - Why Shooters Prefer Client‑Server (Lag Comp, Interest Mgmt)
26:11 - Server Build, Shared Mode, and Architecture Clarified
28:04 - Anti‑Cheat in Quantum: Replays, Spectators, Server Sim
31:49 - Grow Gradually: From Zero Servers to Full Validation
34:38 - Under the Hood: Predict‑Rollback, Physics, ECS, AI
38:32 - No Ring Buffer: Constant‑Time Rollbacks
45:28 - Testing Online, Tooling, and Community
46:15 - When to Use Fusion Instead of Quantum
50:29 - Performance: Verified vs Predicted, Clamps & Culling
52:34 - Bots, Matchmaking Math, and AI Costs
56:49 - AI Design: Verified‑Only Planning + Operational Prediction
58:02 - Verified‑Only Code Paths & Performance Targets
01:01:48 - Time Slicing AI for Stability
01:02:52 - RTS in Quantum: Flow Fields, Culling, and Use Cases
01:09:19 - Lockstep vs Prediction: Why He Avoids Lockstep
01:12:04 - Handling Rollback Spikes with Scheduling Tricks
01:13:05 - Auto‑Battlers: Verified‑Only + Snapshot Interpolation
01:15:29 - Hidden Info & Simultaneous Decisions; Server‑Gated Commands
01:21:35 - Using Quantum Offline? Licensing & Terms
01:25:03 - Determinism, ECS, and Quantum’s Hybrid Tables
01:29:22 - Could There Be a Deterministic Engine Built on Quantum?
01:31:08 - Cross‑Engine Experiments & Engine Integrations
01:35:42 - Open Worlds: Fusion Player‑Hosted vs Quantum
01:37:10 - Quantum for Open Worlds: Voxels, Persistence, NavMesh, Procgen
01:46:08 - Where Engines Stand on Multiplayer (Unreal, Unity, Source)
01:51:32 - Pricing: Free 100 CCU and Scaling Costs
01:54:45 - Long‑Tail Costs & Keeping Servers Alive
01:57:40 - Game Preservation: LAN, Offline, and Local Servers
02:04:48 - What’s New: Fusion 2.1, Quantum 3.1, Unreal Betas
02:05:55 - First Multiplayer? Start Small and Prototype
02:08:12 - Prototyping: Quantum vs Fusion (Shared Mode)
02:10:30 - From Prototype to Production: Managing Complexity
02:14:11 - What Makes a Multiplayer Hit? Trends vs Design
02:16:29 - Fusion’s New Physics Forecasting
02:17:47 - Riding vs Making Trends (Landfall’s Streak)
02:21:02 - Dogfooding: Prototyping to Improve the Tools
02:24:26 - Closing & Thanks
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
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