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Does P2P subject to CCU other than the matchmaking part?

Started by January 09, 2019 07:41 PM
4 comments, last by starforce2005 5 years, 10 months ago

After a P2P game has established, does the player in the game count towards CCU? Or does CCU just apply when they are matchmaking?

There is no industry standard for "CCU of a game."

For the matchmaking server, a measurement of "matchmaking CCU" would only count players waiting for matching.

For the game overall, for market sizing purposes, "game CCU" would presumably count every currently active player.

enum Bool { True, False, FileNotFound };
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19 minutes ago, hplus0603 said:

There is no industry standard for "CCU of a game."

For the matchmaking server, a measurement of "matchmaking CCU" would only count players waiting for matching.

For the game overall, for market sizing purposes, "game CCU" would presumably count every currently active player.

I see,thanks for your anwser. I'm looking for a multiplayer framework for my small game, most engine has CCU limit, since i can't afford to pay at a higher CCU limit, my game was a party game anyways, so i was wondering if in a p2p enviroment would it break the limit.

 

By the way do you have any suggestion for a framework that all i need is a small party game.

How CCUs are calculated depends entirely on the service provider in question.

For a small party game, try using Steamworks (for PC/Mac/Linux,) Google Play Services (for Android) or iTunes Game Center (for iOS.)

enum Bool { True, False, FileNotFound };

Thanks for your suggestion!

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