How does their matchmaking and servers work?

I am curious who has accurate info about it!
As everyone can just leave a match whenever he wants they obviously must have their own servers where everyone connects to. So its a all clients to server session system I guess.
But does their system try to find first people locally, like where do they have their servers? Do they get hosted by servers from Amazon?
Initially people thought too many people wanted to play Predator but I just think there are too few people playing this overall, so they are running out of FT people to begin with so thats what makes queues so long.
If you have 1000 predator players and 3000 FT players of course predators will have to wait longer until they can have a new match. and I think that’s their problem on the long run. Of course those are just made up numbers, we all dont know them.

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i would guess its a peer to peer matchmaking server that matches players and then makes one of them the server and the rest connect to that person.

I dont think they have dedicated servers.

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But think that through, that means when one FT member DCs the whole match would be over. And also when the Predator DCs they couldnt continue to protect the body of it (when u DC as Predator assumed your body drops dead). Also I have seen Predators leaving when they lost, so I am not sure about that. They must have servers, most probably in a cloud system! having your own servers can be very costly.

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Server just gets handed off to the next player thats usually how it works. Like i say im just guessing thats the method becuase u always get 1 player in the match with basically0 ping (like 4ms) and the rest are more…

Could be dedicated though idk

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yeah u go into the downed state and they can see your location and u can go shoot it dead with no risk of bomb.

That would need to pause/lag the game and do a hand-shake between the remaining peers.

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Is this common or becoming common in multiplayer matchmaking games?? I’m interested in some P2P technologies such as the SAFEnetwork but am unaware of how the gamer world does such matchmaking. Always just assumed everyone was batched based off of latency on a central server.

like i say im just saying what i think.

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its definitly a matchmaking server but hosting a lot of gameservers around the world can be expensive. like you would need 1 or 2 EU servers, 2 US server, some over ‘oceanic’ etc…

It wouldnt just be 1 server because your ping would always be terrible/ (or good) and the same. u get a different ping with each match.

So its either regonal servers, maybe epic gives you use of their servers or sony? idk…

OR its peer-2-peer with handoff. Usually that does cause a puase as the server is transfered but im not sure in UE4 it could be totally prepared for that at all times so its seemless.

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Here we go…

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Seriously I get that that’s what you are saying. I am just trying to analyse if that also would makes sense cause I am trying to find out what can and what can not be.

Right regional makes sense but given the budget maybe not but as you suggest they may have a deal worked out. Check out QUIC. Was developed by google and is becoming a web standard, pretty sure it reduces the amount of handshakes. If you like tech stuff give it a look. If you like P2P check out the SAFEnetwork too.

it would appear its client server. and not p2p

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This has raised another question for me, does unreal provide servers to games that use its graphics engine? No one has to answer just thinking aloud.

maybe something to do with “epic online services”

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and then sony’s side would use sonys networks , idk .

Just speculating and googling lol

When it comes to cloud hosting its possible but on this layer it makes no difference cause all they would provide are virtuall servers and you could just buy those from any clouding plattform as amazon or microsoft. I guess the price plays the violin here.

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