17. Fully Deterministic
• Path Finding (NavMesh)
• Fog of War (integrated into simulation e.g. vision checks)
• Low network overhead (inputs sent between players)
• No network interpolation required (no artifical delay added
for interpolating gamestate)
• State of the art prediction/rollback deterministic simulation
without lockstepping
• Built-in resistance to cheats that rely on modifying the
game state (making yourself invulnerable, etc.)
• Simulation without Unity to verify game results.
18. Zero Runtime Allocations
• No GC from simulation
code
• Everything is pre-
allocated and re-used
• Blazing fast
performance
19. • In-Game Chat & Chat Channels
• Friends Lists/Invites/PMs
• News & Notices
• Matchmaking (with support for player groups,
i.e. find a game with your friends)
• Pre-Game Lobby (character pick, countdown,
chat, etc.)
Social Backend
I am Christof Wegmann, founder and Cheif Technology Officer from Exit Games.
We founded Exit Games about 15 years ago, with the idea to build Multiplayer „Softare as a Service“ for mobile phones.
Nokia dominated the phone market at that time .
GREAT idea, but bad timing.
Since 5 years we focus on Photon – a synconous, realtime multiplayer technology and service.
Great idea .... Great timing this time.
Proud to be here in Tokyo with our partner GMO. Japan is one of our strongestmarkets.
Here some stats on the sucess of Photon world wide:
A staggering # of 200 Thousand developers signed up for Photon.
Among those customers are the leading developers and publisher from Japan: Square Enix, SEGA, DeNA and many more.
Outside of Japan we work with Disney, Ubisoft, Glu, NASA, Facebook and many many more.
We are especially proud to power a lot of the leading Indie movement as well.
150 Million Players use the Photon Cloud every month. Our capacity grew 30% in the past 3 month.
Synchronous Realtime Multiplayer has become a mass market.
We push an amount of 3.5 Petabyte – that is 3,500 Terrabyte.
Let me give you a quick overview of the Photon products: We have three major groups:
Multiplayer Products,
Messaging Products and
On premise products to self host. Group #1 and #2 are Cloud services.
Let me dive into the Multiplayer products: Most of the products are Unity only.
(We support other products too, but since this is a Unity conference … )
Bolt and Thunder are: Peer-2-Peer Products using Photon Cloud as fallback for relay. One of the client is the host.
PUN is client authoritative. It is used by most big mobile games. Very powerful. We allow authoritative code in the Cloud too!
TrueSync and Quantum are lockstep products. I will dive into Quantum in a couple of minutes.
Voice is great for VR and AR.
Chat is a powerful hame chat system with channels and supporting a top notch badword filter.
Photon Server allows companies to host Photon on their own and fully customize everything.
Photon supports all major exports from Unity – we run on pretty much anything from PC to Mobile to Browser to Console to VR and AR.
This all works across platform too: Like from PS4 to Mobile or PC. For example for companion apps.
We worked hard in the past months to support a new console …
Today we announce the availability of our Switch SDK.
Please approach us at the GMO booth if you are interested.
We want to announce a new product – called Photon Quantum.
Right now we are looking for selected partners to work with us on first productions.
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Thanks for your attention. We feel blessed to work with the Japanese game industry and some of the best developers .
I now hand over to my colleagues from GMO.