Creating Bad Multiplayer Networks – How to break your games in the studio so they don’t break in your players’ homes!

Anticipating how a multiplayer game will endure the hugely different connections that players will be using can be an absolute nightmare for QA teams. High latency, low bandwidth, lost packets, NAT types – these are just a few of the…

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Anticipating how a multiplayer game will endure the hugely different connections that players will be using can be an absolute nightmare for QA teams. High latency, low bandwidth, lost packets, NAT types – these are just a few of the many stresses that a player’s home or mobile network can place onto a game, and en masse they can totally ruin the game’s online experience. To make things worse, they’re notoriously difficult to re-create in lab environments, meaning they’re very difficult to resolve before the game is released.

However, iTrinegy’s Software Defined Test Networks can model any real world network in a controllable, repeatable, secure and accurate test environment, allowing you to run pre-launch multiplayer tests with totally realistic conditions in the studio, to ensure that your game works perfectly outside of the studio!

Watch this recording and we will demonstrate how you can:
– Create models of International Meshed, ‘Host Election’, and Client-to-Server network configurations within a local QA facility
– Give each test console unique network conditions that reflect their real-world counterparts
– Run multiplayer tests that reflect real world player connections for augmented QA tests

For more information visit https://itrinegy.com/solution-by-task/game-network-testing/

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