This thread absolutely has not been full of reasonable and non-assuming questions.
1. "I can't imagine a game that'd need that much data unless it involved a lot of streaming assets (audio, video, etc) or really, really naive netcode"
2. "If you're sending that much data constantly, you're either syncing too much stuff too often, or you're not using compression when you should be"
3. "overwhelming majority of people in this thread who think it's bananas."
Sorry folks, but if you want to have a positive discussion with me about game netcode this is not the way to do it.
The person you're replying to isn't me (the person you're quoting above), but to be clear:
I'm not trying to be insulting, here, it's just kind of a bizarre, eyebrow-raising thing to see. There's a reason you're not seeing any AAA games doing this, y'know?
If you're doing something that's really unusual, you're going to have people going "this is really unusual".
Please don't take this the wrong way - this is sincere, well-intentioned advice: have you ever watched Shark Tank? The best people on there can still give a good pitch when their ideas are challenged.
The games industry - and especially the multiplayer games space - are brutal, and players are going to be way more critical, way more rudely, than anyone on HN.
It would benefit you and your game greatly to practice selling your idea in the face of criticism and doubt.
Hey, I want to make something really clear to you. I'm a professional game developer and I write netcode for AAA games for a living. I wrote large parts of the netcode for Titanfall 2 and Apex Legends.
> There's a reason you're not seeing any AAA games doing this, y'know?
Yes, it's because bandwidth used to be really expensive (both in bare metal and cloud) and now in many cases it's less so, and in some cases totally free (AWS GameLift). This is big news that is relevant to other professional multiplayer game developers, the readers of my website https://mas-bandwidth.com
It's also because most game developers don't have the skills (or time) to write completely custom netcode for their game, so they are limited to existing solutions which tend to max out around 100 players for historical reasons.
> It would benefit you and your game greatly to practice selling your idea in the face of criticism and doubt.
But I'm not here to sell my idea to you. I'm just a professional game developer who wrote an article about how free egress bandwidth for game servers in AWS is big news for multiplayer games, with some basic analysis about what it might cause in the game industry moving forward.
1. "I can't imagine a game that'd need that much data unless it involved a lot of streaming assets (audio, video, etc) or really, really naive netcode"
2. "If you're sending that much data constantly, you're either syncing too much stuff too often, or you're not using compression when you should be"
3. "overwhelming majority of people in this thread who think it's bananas."
Sorry folks, but if you want to have a positive discussion with me about game netcode this is not the way to do it.