DOOM 3 will use P2P System?
Ant writes "From Page 6 of FiringSquad's QuakeCon 2002 Postmortem article: John Carmack said something at the end of the Q&A about how the multiplayer will be only four players?
Tim: After 2 hours of talking up at the podium, sometimes you leave a few details out. Doom 3 multiplayer will be fully scalable. It will be a peer to peer system. We haven't started working on it yet. Tell everyone not to panic - it will be fine. John just forgot to mention it'll be scalable past four players. It's hard to give a hard number because we haven't started working on it yet. Right now we're focused on making Doom 3 a kickass, over the top single player game."
This proves my suspicions that "gamers" are pirates and perverts. trolling is so much easier than being clever.
Hey, as long as they keep the brown furry guys, I'll be happy.
www.linuxisforbitches.com
Not to bash eye candy, but doesn't anyone have a better idea for gaming than FP shooters?
What could Wil Wright or Al Lowe or Sid Meier do with a badass graphics engine behind them?
We already know what Carmack can do.
I have been pwned because my
"So we can distribute DOOM III ISO image in DOOM III P2P network!!!"
Imagine fragging, collecting weapons and mp3's throughout the game!
"Taking a cue from the RIAA, the gaming industry will attempt to place fake opponents onto the networks. These oppenents (bots) will appear normal, but will repeat themselfs after about 30 seconds."
p2p gaming.....wow.
Chicago2600.net more than a lifestyle, its a survival trait.
After all, are not all peer-to-peer networks for the explicit purpose of infringing upon the rights of the owners?
I expect an all-out war against this blatant attempt to further the cause of the criminal "filesharers", and I would expect nothing less than Congress to demand its ceasation.
P2P is a fad and I predict that sometime after the beta they'll have things set up in a more traditional client/server fashion... though they likely won't call it that.
But what I found much more interesting was this quote:
"Absolutely, but Linux version basically means an NVIDIA version - that's the only safe bet for working video under Linux in Doom 3."
Gah!!! I hope ATI and Matrox see that and consider it a challenge. It's really discouraging that the only quasi-respected video drivers for Linux are proprietary.
Any sufficiently advanced civilization is indistinguishable from Gods.
so he's saying now that people can give each other files in a 3D world!? COOL!
Why P2P for multiplay?
Why Focus on single player?
I can see using p2p for making servers scaleable across a network, but i hope they are abandoning client/server.
Who gives a shit about single player? Really, they had it right with quake 3, nobody plays single player anymore, at least not repeatedly.
"If this looks like Cairo, my lag must be awful."
Server monitor: a map showing the people running around in your server.
Or does P2P mean that everyone sends their status to all 30,000 other people in the game?
So this means the RIAA can hack into Doom servers when players exchange maps? I hope they enjoy Martian moons...
P2P architecture has existed way before any P2P file exchange system.
Previous iD's games used a client-server architecture. Now, they changed it to use a Peer to Peer 'protocol' and architecture.
What does it mean? Since it won't use a client-server protocol, you won't be able to join a game that has already started(that was stated at QuakeCon). The game is 'hosted' on each player's computer that exchange data about the current state of the game. There is no central server that handles all the load. Each player communicate in peer to exchange the information, hence the name.
Peer to peer architecture is what is used in most Real-Time Strategy(RTS) games like Starcraft, Warcraft, Command and Conquer, Age of Empire, etc.
So, there's absolutely no relation to P2P file exchange like kazaa and such, just he architecture that has been used extensively before.
Now... the question is: why? Also, won't that allow hackers to create better hacks? Usually, games go from P2P to Client-Server because of security concerns, even if Client-Server is usually 'slower'. They rarely go the other way around. But that's another completely different topic.
Why should this be better than servers ?
P2P will least introduce a scale of lag, and it will probably even cause bandwidth issues (remember that the peers might be connected with lines It seems that they are in fact fucking up a good game just to be on the P2P bandwagon.
I'm rather surprised that Carmack didn't notice that a system like Quake is not an easily distributable computing problem.
Some people say that with money and fame the brain melts.
Owner of a Mensa membership card.
I'm very interested to see how they will tackle the security part. In general, you cannot trust the client. Ever. Introducing a P2P network will enable one hacked client to wreak havoc on other clients. Some redundancy might be introduced to prevent cheating, but that would increase bandwidth, neh?
Are FPS's perhaps already trusting the client anyway? Is a cheat-proof multiplayer FPS a myth?
OK.
Someone asks about the multiplayer Doom 3. They haven't worked on it yet. In the middle of a live Q&A session, Tim is assuring everyone the game will be multiplayer. He starts throwing out words even though he doesn't know the exact way it will work, because, hey, they haven't done multiplayer yet.
Tim blurts "It will be a peer to peer system." That's the entire discussion of that in the whole article. There is nothing else.
By "peer to peer" system he simply meant "yes, you will be able to hook up your computers and play together" and nothing else. Why does this deserve a front page article? It doesn't. It was obviously something he said while in a live situation and he wasn't sure of the details.
The poster of this article looks sillier than the stock market and Alan Greenspan. What's even more disturbing is that Taco fell for it too. Someone needs to send over good strong pot of coffee.
It's days like these when the trolls start to make sense.
...
Why is there a question mark after the title of this? It's been stated by id, that DOOM 3 will use a peer-to-peer network architecture. There's nothing uncertain about that.
This has been known for around about an entire week now... it's been stated multiple times.
Also, to clarify, when they say "peer-to-peer", they don't mean a network of users like Kazaa or file sharing applications, they mean that it is client-to-client as opposed to client-to-server.
The best way of thinking about DOOM 3's multiplayer is as being the same as the original DOOM's multiplayer. 4 players, and no such thing as a "server".
The only actual uncertainty is the 4 player limit. It was initially mentioned, but now Willits has said that it is scalable beyond that... This is unclear as we don't know if he means that the game can go beyond that, but the network code is ideal for 4 players, or means that the game will have a hard limit of 4 players, but mods and games based on the engine will be able to scale beyond 4 players.
Also, it is known for definate that once a game has started, additional players cannot join. This limitation is due mainly to DOOM 3's physics engine. Basically, there is so much physics data that would need to be synchronised, that if a player had to "catch up" with the physics data, it would probably be a lot of data to send, and since it's constantly changing data, it is likely that as the player recieves the data, it becomes invalid.
It will be interesting to see how other games deal with the problem of physics data. As physics engines in games become increasingly complex, it will become harder for programmers to cope with players joining a game that has already started. Perhaps if all games employed "rounds" (like Counter-Strike), then player's wouldn't have to wait long until the game restarts and they can start playing. This already has to happen when a player joins a Counter-Strike game that's already in play.
"Right now we're focused on making Doom 3 a kickass, over the top single player game."
What was the last FPS that made it's claim to fame in single player mode only? Probably the original Doom. I don't know about you lot, but I like playing FPS because they let me pit my wits against other people.
crazy dynamite monkey
This means that multiplayer is crippled because the focus of the game is singleplayer, so they are throwing in basic peer to peer multiplayer system, similar to what was found in the original Doom games, and which is still in use today by MANY MANY GAMES, you all play warcraft don't you? yes that's what they are talking about. It also means you can't just join a game in mid play, you all need to join at the same time, this will be a requirment of the netcode. If firingsquad had any clue they would also have realised that 5 minutes later in the speech Carmack mentioned that proper multiplayer (eg. client server) would probably be added with an add-on which would ship after the game is released.
But I DONT WANT a 'kickass single player blah blah' experience! I feel ID are making a BIG mistake on skimping out on multiplayer. I mean, he even said himself that most people will complete it in a weekend. What?! One weekend that'll cost about 40 quid. What a waste of time and money. Guess I'll just have to wait for Quake 4.
Small Black Dog
Starcraft uses p2p, and it's almost completely unhacked after four years (yeah, I know about maphack, but that's not much compared to the hacking in a lot of other games).
It's hard to be religious when certain people are never incinerated by bolts of lightning.
I remember the other DOOM games - I think they didn't use a real client/server setup either. If memory doesn't fail me here, you just said "4 player multiplayer game" to the setup program, and the different machines found themselves through broadcasting. The protocol was also just pure broadcasting of packets that brought many a network to its knees :-)
Also, wouldn't true p2p be a cheaters heaven? I mean there are a lot of cheaters now in current games that have a "central authority" kind of server. What would happen if every client is itself responsible for calculating the player's actions? I imagine it would be trivial for cheaters to crack such a system.
Um... I didn't do it!
This is what I've always loved about Descent! For those of you who're not familiar with it, Descent was P2P, not requiring any one machine to be a server. Somehow the load was shared amongst all the clients. It was never a problem if one machine in particular crashed or disconnected - the game continued between the rest.
Granted, I think it was made to work on a LAN only, but if ID could pull this sort of feat off with Doom 3, I'd be all for it!
I'm guessing that this would eliminate the need for one person to have tons of bandwidth and a good machine dedicated to be a server. This should allow virtually *anybody* to start a game (even those on dialup, maybe?)
As someone who's cable is limited to 128k up, I'm very excited about this development!
You can accomplish anything you set your mind to. The impossible just takes a little longer.
An article all about this that makes one wonder why this story was posted at all.
They are making it like Warcraft / most RTS games where you all "gather" in a waiting room, then start the server. Big deal....
DOOM3 is a SINGLE PLAYER game... anything they say about MP is probably invalid as it's leaving thier mouths... id knows damn well that there will be MP gaming in DOOM 3, but they aren't thinking about it now.
Besides, if you want multiplayer gaming with the DOOM 3 engine, one could always play Quake 4, which is in the works as well.
Department of Homeland Security: Removing the rights real patriots fought and died for since 2001
What was the last FPS that made it's claim to fame in single player mode only? Probably the original Doom.
You're joking, right? Goldeneye 007, Half-Life, Deux Ex, Thief, System Shock, Rainbow 6, Jedi Knight, Medal of Honor: Frontline, No One Lives Forever, MDK, Outlaws, Hitman, Shogo.
I like playing FPS because they let me pit my wits against other people.
You can play most games online, from Backgammon to Chess to every RTS made nowadays.
HL was the last game I remember being an FPS with a decent storyline. Sure, nobody really went into great detail about the plot when they were discussing it on the smoke deck- they always talked about the weapons, character interaction, facial movements, enemy and ally AI... Halflife had a LOT of really nifty things that kicked ass for single player- things that just didn't apply to the multiplayer aspect.
I fiddled with UT and Q3 when they came available, but HalfLife spanked the pants off of them both- if anything of that caliber single-player ever comes around, I'll probably check it out. Until then, I'm sticking with RPGs. I like FPS, but I fucking HATE multiplayer.... it's great to see iD focusing on the one thing that makes a game great- the single-player experience.
A game that can warez itself!
(Yes, I know what peer networking really means in the context of the article, but it wasn't funny that way.)
..I can already see the next generation of multiplayer-cheating...
Last time I checked, that was a singleplayer game that they threw a few LAN maps into at the last minute.... the rest is history.
Department of Homeland Security: Removing the rights real patriots fought and died for since 2001
I have heard rumors from both friends that work for the Evil Empire, and from the XBox marketdriods that work downstairs in my building, that Doom 3 will initially be launched ONLY on the XBox, and will come to the PC/Mac platform approximately 6 months later.
A few years ago, prior to Quake 3 I recall Carmack speaking around this issue. The buzzword at the time was "portal" technology but the concept was the same. Distribute the clockcycles and network load around.
My memory (link tba) recalls that the context was along the lines of contesting the MMORPG's vision of enormous proprietary systems with something a bit more... flexible.
Aragorn!
Either this seems like a really bad idea or I'm guessing the details wrong... Say you connect to someone who's connected to 3 others. Your ping to the 3 others is then compounded with the guy in between you. If you have 2 people in between, that's your ping plus the ping of both of them.
.. life or death, just modify the exe to not die. Say you get shot, and it's up to the user's client to recognize that. It could just ignore it. Or, if other clients are responsible for it, they could lie and kill someone across the map.
As one could imagine, this wouldn't work too far out. There'd have to mostly be a central hub for it all.
Also, lack of server = greater ability to cheat. If each client is responsible for its own
Now, say multiple clients must be in on it.. bad spot there too. Multiple cheaters being one. Another.. the ping issue. Where someone is on one client's screen could be slightly different than on another client's, due to that whole compounded ping thing I mentioned above. So, one client would say "Yeah, he got me," another could say "nah, he missed that guy by a few feet," another could say either way. Far too much chance in such a thing, imo.
I think I had one other thought, but I can't remember it, so 'th th th that's all for now, folks!"
-DrkShadow
The slashdot crowd has already come out in support of cable-broadband companies banning P2P on their networks because the only use of P2P is for piracy. Sorry that you didn't think of possible future uses when you had the chance.
nice :) this is just excellent for p2p technologies... So gaming would go faster and everything...
Sure, slashdot is a heterogenous collection of people with different views, and that's good.
However:
When I started reading slashdot a couple of years ago, there were always many post promoting free software or open source and justifying copyright infringement. And this was good. I agree with those views.
These days when I read the highest moderated posts they're often promoting propretary software, they're speaking out against "piracy", they're almost MPAA-loving microsoftians.
Has the slashdot readership changed that much? Hmm, maybe time to do a statistical study...
Comment removed based on user account deletion
Gosh! Peer to peer. Truly distributed. No central server. Bingo ! Bingo ! Bingo !
Aside from that fact that I just won Bulshit Bingo, this means cheating hell.
Hello, Mr Carmack, been busy coding for the last few years, have you ? never noticed those problems game communities have with people hacking their software to gain unfair advantages ? never heard of the likes of punkbuster and co ? never wondered why Blizzard went away from a real P2P-Game system in Diablo 1 to a strict client-server system in Diablo 2, to even have a chance to control cheating ?
Bah!
What is so incredibly amazing about DOOM 3 is the 3D engine , not so much the game itself. Even if the gameplay sucks, it doesn't matter. It's all about the 3D engine that John Carmack is creating. It's like no other before it. Not only does it raise the bar for other game engine developers, it will also be licensed out just as the Quake engine has been. John knows what he's doing -- if he thinks P2P is best for DOOM 3, then he's obviously the most qualified person to make that decision right now. I think they decided to make a single player game for a number of reasons; the original DOOM was single player oriented, and they've also been focusing on multiplayer for so many years that it must be refreshing to take a break and work on a single player game for a change.
:) This "scary" type of gameplay isn't for everyone, but a lot of people do enjoy it and I'm one of them. Oh, you want something else? A multiplayer game? A roleplaying game? A strategy game? Wait for other game developers to catch up or license the DOOM 3 engine. It's just a matter of time. The important thing is that there is now a new level for the other guys to catch up to, and that fact alone will benefit everyone. I don't know about you, but I'm getting tired of the same old recycled 3D engines, it's great to see something new! :)
:)
Personally I can't wait to play it because I'm also a Resident Evil fan. I remember playing the very first publicly released version of DOOM when it came out.. I had nightmares from playing it so much.
I think they are limiting it to 4 players because the game is so resource intensive. Anything above 4 players would be a strain on the system. This is also probably one of the reasons they don't have a lot of monsters on the screen at the same time. In my opinion for this particular type of gameplay, dozens of "A.I. dumb" monsters on the screen isn't very exciting. I personally prefer sacrificing quantity over quality. But what is so incredible about DOOM 3 is the wonderful 3D engine John has created! Shadows and lighting are the most important things to me in a game, and from what I've seen of the screenshots and videos, DOOM 3 does it beautifully.
"Right now we're focused on making Doom 3 a kickass, over the top single player game."
I think that's what they said about Quake 3 until UT mangled, stomped and otherwise owned it's ass. And I do have issues with any p2p model despite being told not to worry. Because p2p sucks. We use it for music because it's the only thing that the RIAA can't really kill outright, not because it's good. It's slow, it's spotty. It's also a bandwidth hog. You're never guaranteed in getting consistent results. I don't like p2p. maybe since it's only used for finding games it'll be different, but I'm looking at the current p2p models and they are all substandard for what they do.
You need a FREE iPod Nano
Quake sales have been slumped simply because the single player was so suck. Multiplayer was great, but since Half-Life/CounterStrike and Unreal Tournament, multiplayer id games are just plain bleagh. They're going back to their roots with Doom and focusing on what sold, good solid and freaky FPS.
Comment removed based on user account deletion
Look at Battlenet. It has a lot of the characterics of a peer to peer system. If you host a Starcraft game where only one person has the map, first it downloads from that one person to one more person, then from those two people to two more people, then from those four people to the other four people (if it's an 8-player game)--in other words, from peer to peer. And there is no one specific set host--Battlenet itself assigns the host based on who has the best bandwidth and processor power...and if that person gets dropped, someone else's machine takes over.
Peer to peer doesn't automatically equate to Napster. It just means people send stuff to each other instead of to and from one master server. Geez, Slashdot stories are like playing buzzword bingo these days.
Editor Emeritus and Senior Writer, TeleRead.org
Don't they know that multiplayer is what most people do?
You know, it's good to see that there are still game developers out there that make FPS style games for single players in mind. It seems nowadays the single player components for such games are poorly designed, since the developer knows the primary use for most people is multiplayer online gaming. Not to knock multiplayer gaming or anything, I love that, but sometimes it's fun to not play online, and enjoy a good single player match. Just my 2c.
"I'm a leaf on the wind. Watch how I soar."
-Hoban Washburn
I don't know how'll they'll secure this baby. Maybe they've just given.
RTSs have been using p2p like systems for awhile.
In Total Annihilation each client transmits its own game data to other clients, other clients trusts its correct. That means one client can suddenly pull 100 units out of its ass and the others will be none the wiser. The advantages of this method is less data is transmitted and less system resources are used auditing the other clients.
In Starcraft you can't just pull 100 carriers out of your ass but since everything has to be synced there's more overhead and things like maphack are possible.
Security wise, starcraft has the better model but that would mean, instead of just a central server keeping track of game sync (like it does now), every client has to assume the role of server and do the auditing. In other words, why bother?
Anyone know some other way this could be done?
--
# I have no brain
Single Player is so much better than MP and will always be. One of the reasons why Deus EX and Half Life are still being played today.
stfu you troll
There could be a cheat guard slider bar. Those playing from slow connections or with people they know could throttle it down and reap the rewards of trust. Those that want to play on public servers and have the bandwidth could throttle it up and reap the rewards of knowing a stranger isn't cheating (as much).
Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
P2P isn't a protocol and it doesn't depend on a certain port... it's a design philosophy. ISPs block certain ports because it's what the P2P file sharing clients use. Blocking those does not block P2P-based architecture, otherwise no one would be able to play Starcraft.
You fucking idiot, think before you type. And stop spreading your bullshit.
Spamming already happen to gnutella and napster network, now you get pop-up ads on a doom console...nonstop =)
There won't BE public servers
There ARE no servers
It IS like StarCraft. You join a chatroom, start a game, get people to join, then you begin the game and start playing.
I remember when quakeworld came out the guys at Id were fantasizing about huge levels with portals to other servers that you could just jump through and continue playing on another server. The worlds would have hundreds of people and the game would run fine. Well as we've seen the # of players will go down because there's too much detail in each player model. So will we ever see huge FPS games with tons of players? Quake 3 came the closest with 32-64 players... with a P2P system this is all but impossible. Not many people will have the bandiwth to support that many players. A client-server connection made the only issue you had to worry about to be that of your ping time between you and the server. With a P2P style game, you'll have to worry about the ping between you and each player as well as your total upstream and downstream bandwith.
Doesn't this seem like a step back for internet gaming??
When did that happen? Are those ATI official drivers? I noticed that when you check for most other cards you get this message:
ATI does not currently develop or distribute LINUX or XFree86 drivers.
However, our Developer Relations team actively supports 3rd party LINUX/XFree86 developers by supplying technical information and software development kits.
Which is how I thought it was. I hadn't heard of them ever having drivers on their site (but I admit I haven't paid that much attention). I don't have an 8500 so I haven't bothered to download these (I have a lowly Radeon VE). Any more information?
According to this news release they started in 1999 with their Rage product;9 9/4241.htm l
l inux/ce rt/linuxfiregl4certx403197.html
u m=10&hl=e n&ie=UTF-8&oe=UTF-8&btnG=Google+Search&as_epq=&as_ oq=&as_eq=&lr=&as_ft=i&as_filetype=&as_qdr=all&as_ occt=any&as_dt=i&as_sitesearch=ati.com&safe=of f
http://www.ati.com/companyinfo/press/19
Here is the driver for the Fire GL2/3/4 line:
http://www.ati.com/support/drivers/firegl/
More info via Google:
http://www.google.ca/search?as_q=linux&n
I have a bagged 8500 lying around the lab somewhere. When I find it (don't hold your breath kidlet#2 was born this week) I'll try it out and let you know how it goes.
put co-op in doom3, I'm going to be very dissapointed.
I thought this was much more fun in the original doom then deathmatch.
doom was all about killing tons of guys, so co-op was easy. If they want to put it in doom3 they would probably have to position enemies different, or put more of them to make it interesting.
Of course warping your friend as soon as you finish the level isn't very realistic, but I'm sure it wouldn't be that hard to make the exit trigger require the both players to be less then a certain distnace from the exit. It would also be fun to have "you go I go" style. Where if you buddy died you had to restart the level, or from the most recent co-op save. It might get tough with a team of 4 players.
Hopefully one of these days someone will put out a true co-op game. Maybe the single player of Counterstrike will turn out to be a good one. Although it won't be quite the traditional single player storyline type.
Honestly, before Quake ushered in the whole client-server setup, how exactly do you think you played games online? That's right, client to client - essentially the same setup as p2p. So really, it's not that big of a deal; if anything it's almost like a step back really, since I'm sure they moved over to the client-server setup for a good reason.
:) ).
Now I'm sure another game or two before Quake used a client-server setup, but it was the first major title to do so (at least I hope so, or I am going to feel like an asshat
It's actually the FireGL driver. Some people discovered it works (though slowly) with the 8500 so ATI has decided they're going to call it an official 8500 driver.
Isn't that a bit misleading? I thought the FireGL drivers were developed by someone else and, as far as I can tell, they don't seem to mention that. It just makes them look like they're developing the drivers. Do the original FireGL drivers have the same license attached to them?
It *could* be possible, now that the xbox version is official, that the 4 player multiplayer game comes from 4 player splitscreen on the XBox (now idea if it has the balls to run it, though). Just an idea (although a vague one).
Carmack said a few years ago:
"I am still holding to my stronger networking belief, though -- centralized,
authoritative servers, as opposed to peer to peer interaction. I REALLY
think distributed simulation among clients is a VERY BAD idea for networked
games..."
But now he's gone P2P. That's a shame, because client-server is the only robust solution really, Carmack said it himself!
I'm assuming he hasn't gone back on these beliefs, but he's just basically being lazy, because another one of his beliefs is limit the focus of the game as much as possible so they can get it done.
You can build a single-player game without sacrificing any of the interactive elements or increasing workload if you build a strong client/server system where the clients are basically as dumb as the network conditions can allow. This is what I thought he was doing when he said it would need broadband.
Oh well, it'll work, but it's unfortunate, particularly for their licensees, who now have the job of rewriting the network code if they aren't going single-player only.
"By "peer to peer" system he simply meant "yes, you will be able to hook up your computers and play together" and nothing else."
No that's not what it means at all. What it means is a fundamental change from a client server relationship to a peer to peer relationship. This is a major change. Although the original Doom used peer to peer networking, it wasn't scalable to the limits multi-player FPS gamers expect today, which would be an 8 to 16 player game at a minimum. If anyone can pull this off J.C. can, but I am still a little concerned that they are not making any hard claims beyond a 4 player game.
So, did they end up using such a system? I know that they included actual servers to help alleviate the problem of playing on the server machine and causing lag to all, but what is the method for multiple clients connecting without the server explicitly setup? Did they stick with the old method and just make it so that the 'master' game machine is the server?
I am curious about both a postmortem analysis of implementing this and an early performance/approval rating of this method.
Somebody please set me straight (I can't seem to connect to their site right now or I would gladly look for technical details)
On a side but related note... outside of P2P for the use of filesharing only, what is a good library and/or toolset for creating P2P apps, as well as a good modularly designed and well documented system that can be scaled for P2P uses?
I seek not only to follow in the footsteps of the men of old, I seek the things they sought.
WOD!
DROS - Open-Source Robot Software
Reading the posts above, it's pretty clear to me that 90% of posters don't have a clue what they're talking about.
Now, I've been a fan of Id since Commander Keen, I've bought *all* their games (Dangerous Dave - yay! =]) and liked/loved them. One thing I do remember though, is that they used to say they just made games they thought were cool and they liked to play, if other people liked them then even better. I also seem to remember hearing somewhere that multiplayer in Doom was a quick hack that they did because they thought it would be fun, and didn't expect other people to use it.
I noticed that with Quake 2 and 3 they seemed to listen to what gamers wanted, which is why I'd say that I don't like those games that much.
I'm glad to hear that with Doom 3 they're back to doing what they think is cool and great. It's looking great and I reckon it's going to be a great game to play - I know that I'm holding out on upgrading my computer until it comes out =]
client-server is insecure too.
if a guy decide to break the EULA of the game, i mean, he just reverse-engineering the executable, nothing (technical speaking) can stop him to cheat online. "it is a fundamentally unwinnable technical battle to make a completely cheat proof game of this type." - JC
so, i think p2p is not that a big deal to introduce insecure risk, we just do what we was doing: "play with our friend"
You are looking at the driver ATI released for Radeon 8500 and it does work, 15% slower then GeForce3 with NVidia drivers however.
Check this out:
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: Radeon 8500 DDR Athlon (3DNow!)
GL_VERSION: 1.3.3037 (1.4.3)
GL_EXTENSIONS: GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_window_pos GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_pn_triangles GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_ARB_point_parameters GL_EXT_rescale_normal GL_EXT_polygon_offset GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture_env_add GL_EXT_texture3D GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_lod_bias GL_EXT_texture_filter_anisotropic GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_vertex_shader GL_NV_texgen_reflection GL_NV_blend_square GL_SGI_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SUN_multi_draw_arrays
GL_MAX_TEXTURE_SIZE: 2048
DRI project has a wroking Radeon 8500 driver too in bleeding edge section.
I don't know much about newer games. However, for Doom, you may modify the client to prevent the screen from reddening when getting hurt, or do some automatic actions that is hardly possible manually. This is definitely cheating.
In fact, multiplayer games are often played in one large room, so someone will make sure everyone has the same client and that they are not modified by you. In other cases, you play with your friend, so you trust each other anyway.
Despite the fact that both Doom 1 and Doom 2 were excellent multiplayer games, many gamers loved these games for the single player aspect more so than the multi player. Some may argue that there was no story, or the story was lacking and to an extent this is true, but back then based on readme's released with the game, our imagination and the general feel of the game I pretty much think I got quite a story from the games and I believe many others did too. Far too many "hardcore fps gamers" now worship quake one and c/s based online gaming and think that's what iD's all about and where it began and where it should be no matter what. I've long critisised iD for even making Doom 3 (on other forums) as I feel it's a bit like Episode 1 - Doomed to fail and not live up to the hype, but none the less I can't help but commend iD's attitude of sticking to their guns and focusing on single player for Doom 3 - if they can continue the "Doom universe" and make the story believable I'll be quite impressed. Either way - P2P or C/S who cares? - some of you whiners can go play your SOF2 or other C/S based online games (UT2K3) etc but some of us,.. maybe only a few can will and do appreciate single player games. Nothing annoys me more than online fanboys whining about multiplayer in every damn title which is released - example Deus Ex simply did not need multiplayer but the whiners got it added, it never gets played mind you and wasted the developers time, but the whiners got what they wanted (Deus Ex for christs sakes? multiplayer??! what were they thinking) Bravo iD for doing the best they can for the single player gamers (for a change)
:I think they are limiting it to 4 players because the game is so resource intensive. Anything above 4 players would be a strain on the system.
Bah! That reminds me an explanation I got from the auto technician on why my alarm remote did not work farther than from 30 feet. "Because it implements security sooooo complicated, that CPU drains the battery power in a wink". Get real.
Listen, having masters in computer graphics, I respect Mr. Carmack no less than you do. But that's not the reason to trust him on networking issues.
Problem w/ scalability and security put existing P2P developments into the class of experimental endeveours. And applying P2P to more-or-less scalable gaming environment is waaay far from the reality. It's no doubt is cool, but it's in its childhood. If to guess, that would be the primary reason Carmack limits multiplayer to 4 nodes, not because of the 'strain on the system'.
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What strikes me with p2p being applied to the multiplayer, it's its impracticality. Say you have N nodes. With client-server model, you'd need N connections with more-or-less acceptable data replication ratio. Now imagine p2p approach, two options here:
... this is very lame. Let's leave this option out of the picture.
.. perhaps, if they will be able to figure it out :)
:)
- fully-meshed network. Totally useless. It's not only N*(N-1)/2 connections, but also a need to replicate state of the game for each peer
- partially-meshed network, including hierarchical topologies. This is less wastful in terms of data flow and connection count, but this would mean that some nodes will be serving as proxies (or routers if you will). Such proxying node goes down - bam - all its dependent nodes are out of the game. That's not to mention that traffic_relaying=LAG. The only pro I can think of is to lessen the load on the central servers (in this case - top-level nodes that are connected directly to each other). Still I dont clearly see how this out-weights benefits of canonical client-server.
Now, having said that, I see only two interpretations to "P2P" term in the context of the multiplayer gaming:
- it implies some sort of multicast/broadcast based architecture and based on existing Ethernet/IP support. This will obviously be limited to the LAN parties. Interesting - sure, innovative - no, practical - not really.
- it's a distributed architectre that is somewhat self-organizing and provides optimal data traversal time for any two given nodes in the game. It's still not redundant (ie no loops in graf terms), but relies heavily on relaying and hierarchies. Interesting - oh, yeah, innovative - you freaking bet, practical - uhm
Hense the conclusion - p2p in gaming is either not what it seems or it's a marketing hype. Sorry
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The only way the typical /.er can pick up a chick is with a forklift. -- AC
Client/server is good. Client/server is great. For some things. Like games with thousands of players at a time who absolutely *require* a thin client doing all the up-front display. The truth is, the major thing holding P2P back from the gates of the internet is the gates of the internet themselves. Back when we all dialed into each other's computers manually, most of the time we were using some form of P2P.
And don't think for a second that Carmack doesn't have something up his sleeve to make P2P a reality on the internet. I've actually had quite a few decent ideas on P2P network optimization and I'm sure he's probably at least as far as I am.
Just another freak in the freak kingdom.
Well, client-server is not insecure normally, assuming that the server isn't hacked - the server can simply validate all client input. However, there is probably no feasible way for FPS servers to validate client input, unless you are ready to accept some latency, which usually makes the game look bad. Oh, well.
There's a much more important difference than this. With client-server, the server can control how much knowledge and control the client has. For example, the server can keep track of how much ammo you have picked up, and no matter how modified your client is, you cannot add ammo to that count, because the server knows that there's now way you could have gotten more. Same goes for health. Another example would be that the server only has to tell you information about what you can see - so a server couldn't tell you exactly what the other player has done in another room or how much health that player has left - you just trust the server to keep track of it.
Now take peer-to-peer. There is no trust-worthy server to keep track of all the information, so now either each client keeps track of himself (which would allow you to just change the amount of health/ammo you have, for example), or, more likely, each client would share all the information with the other clients, so that now you can't change your own values (other clients are checking you), but your client would have knowledge about everything that all the other clients know (find out stuff that is going on that you shouldn't be able to see). It seems that it would be pretty trivial to add a little display in your HUD which monitors all the other player's remaining health and ammo, so that you would know when is a smart time to attack them and when you should run away and restock.
In either case, of course, aim-hacks are possible. These are a lot harder to prevent, just because they don't really need to do anything special behind-the-scenes; they merely simulate user input with inhuman precision.
The first ever Ultimate Frisbee video game: here (now
I can see it now: Look out Gamers, here comes Valenti!