Yes I know there are a million posts on beam ng online multiplayer and the devs say it’s gonna be a disaster even attempting it but I want to play with a friend in one map. There only will be 2-3 players at most. I think the reason is either the network is just incapable of hosting it (I got good internet and I can optimize my network for hosting a server) and/or the hardware we have isnt powerful enough to host the map and it’s players (I got a dual Harpertown Xeon rack server (gets 520 cb) but my pc is faster (730 cb because overclocked 6600k) based on cinebench scores). What I don’t understand is minecraft is an open world game like beam (the difference is beam is a physics simulator and minecraft is just blocks) and supports multiplayer. If you mod makers can make a mod like that, I’m willing to test it
This mod goes in the Ideas and Suggestions forum. Plus, there is no point in posting this thread as its already been answered millions of times. No, we aren't going to get multiplayer any time soon.
Either way, lag would be a major problem, and due to how many nodes (parts of a Jbeam, correct me if I'm wrong) would have to be translated to each player every, microsecond I'd want to say. Also, how would one compare this to Minecraft? When multiplayer was in the hands of Mojang, Notch had a somewhat bigger company then BeamNG does, and a lot more money (I'd say, who knows though). What you should understand is how different the two engines these games run on are (Java and Torque3D to be exact). Minecraft's graphics and design is simple, and BeamNG may seem simple on the outside, but once you peel Torque3D's covers back, you'll see why it would be difficult to run 2 vehicles with two connections on a computer, and the engine no less. Okay, if the devs haven't figured It out yet, then I don't think mod makers could put a fingernail on the idea (I mean, @chris_lucas I believe got close I think, but only he knows) And there have already been many comparisions to the creators of TruckersMP for ETS 2 and ATS, but those are, again, two very different games, and the ETS/ATS series is made by somewhat AAA companies, so it would be difficult to equal even the modders work. One note on TruckersMP though, I do wonder the people that made TruckersMP's thoughts on BeamNG Online, even if I don't think it'd be possible. Correct me if anything here is wrong. P.S Why am I the only one that puts time into their posts...
What about not fully functional multiplayer, but only something like ghost mode across network? without collisions.
yeah, sure, that's possible, rigs of rods has it. it's lame garbage and not what anybody means and wants when they say "multiplayer", though.
Someone’s eventually will get close. Seems like a processing power issue cause the engine is so damn hard to run
no, latency is the main issue, if you centrally process all vehicles you'll get input lag, and if you don't the multiple tens of millisecond lag between players is far too much to realistically handle intervehicular collision
Actually I agree, we will need to see how much lag is between each other. And I understand if I was trying to process like multiple players on one map (5+ players), but 2 Players would cause enough lag to not make it work??
I really don't think the number of players is the issue. Latency would exist with only two people on a local network. The physics engine runs at 2000fps. You'd need ping times below 0.5ms without incredibly massive engine changes that somehow infuse some type of prediction algorithms.
The game can support multiplayer only problem is the limit to prevent all the lag and stuff like that. Plus, there will need to be a way to set up the split screen or way to connect using exp. another laptop or such.
You can't just "prevent all the lag", it's a basic hardware issue. Electricity takes time to move through wires. Ethernet ports/hubs/switches take time to process signals. The only way to get around it in software is to use prediction algorithms, which seems highly impractical for this game.
well im getting between 60-80 ms network latency between me and my friend. Its interesting how online multiplayer works flawlessly on games like csgo, call of duty, bf1, etc. but not beam. Ill figure out something --- Post updated --- that i understand. The more exchange points, the more latency.
The coding for the games you mentioned is sentences compared to the textbook that is BeamNG.drive's programs. EDIT: Its kind of sad that you are comparing BeamNG to simple games. If you listened to us then you would already have known that .drive is far more complex than you are making it out to be.
Again? Another multiplayer suggestion? That's because those games are not as complex as BeamNG is. It's not about getting the networking to work, it's how to make the game less demanding of power.
Flawless? There is no shooter with flawless lag compensation. Every time you get headshot while you're behind a wall due to lag compensation, god kills a kitten orphanage.