In the world of online gaming, there are two main approaches to hosting multiplayer sessions: Dedicated servers and Peer-to-Peer (P2P) networks. Each has its own set of pros and cons, and game developers must carefully consider which approach is best for their particular game.
Dedicated Multiplayer Servers
Dedicated servers are owned and operated by the game developer, publisher or a third-party provider. All gameplay data is sent to these servers, which then broadcast the data to all other players in the session. This approach has several benefits. First, it is generally more stable and reliable than P2P networks, as the servers are dedicated solely to hosting the game and are not subject to the fluctuations in bandwidth and connectivity that can affect individual player devices. Centralized servers also offer a higher level of security, as they can be better equipped to handle malicious activity and cheating.
However, centralized servers also have some drawbacks. The most significant is cost: hosting and maintaining servers can be expensive, especially for games with a large player base. In addition, there is a limit to the number of players that can be accommodated on a single server, and adding more servers can quickly become cost-prohibitive — especially for indie game developers.
P2P Multiplayer
P2P networks, on the other hand, rely on the players' own devices to host the game. In this approach, each player's device connects directly to the devices of the other players (possibly through a relay), or more commonly to a single player’s computer designated as the “server”. P2P networks also have the advantage of being cost-effective and more scalable, as there is no need to add more servers to accommodate additional players.
But P2P networks aren’t perfect. They are generally less stable and reliable than centralized servers, as they are subject to the fluctuations in bandwidth and connectivity of individual player devices. P2P networks can also be more vulnerable to cheating and other malicious activity, as there is no central authority to monitor and enforce the rules of the game except for the designated server which can then perform state edit cheats (it’s the reason GTA Online is such a cheat-fest)
Tashi Multiplayer
One solution to these issues is the use of a high-speed consensus mechanism to sync player state. Tashi multiplayer sessions are built on the latest and greatest tech in this space. Our proprietary consensus library enables multiple players to reach consensus on game events in a fast, secure, and fair manner. For your players that means 3 things:
- Insanely low latency — Tashi sessions reach consensus in 4-20ms depending on CPU architecture and that’s without enabling GPU acceleration. Everything else depends on network travel time.
- Super high security — Not only can players not cheat by editing their local state (they’ll just be ignored), provable records of each game can be maintained on each players computers as well as centralized servers without the need to trust a third party. As these records cannot be forged they are perfect for high-stakes games, whether it be in real-world or in-game currency
- No more ping woes — All in-game events are fairly timestamped based on when they reached the majority of players. Being too far way from the server is no longer an excuse, and ping hacking/teleporting is no longer an option
For you though, it means one thing: 💰🔺. No servers, no cost.
Tashi can bring together the best of both dedicated and P2P multiplayer servers. On the one hand, it allows for the low cost and scalability of a P2P network, as data is exchanged directly between player devices. On the other hand, it provides the stability, reliability, and security of a centralized server, as the consensus mechanism ensures that all players are working from the same accurate and up-to-date game state. Further, it adds fair and trustless communication to your game at the network level
The Catch
There is none. You can sign up for our early access program ([ https://tashi.gg ]).
And we mean no catch — Tashi 💘indie game devs and will never charge them (or anyone) a penny for multiplayer sessions. The only thing we will ever charge for is inexpensive in-game monitoring that allows you to have the benefits of a centralized server (like robust analytics and easy in-game monetization) and A LOT more at a fraction of the cost.
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