Oliver Brammer: An In-Depth Look at Online Multiplayer in Splatoon 2 (peer2peer, 16Hz tick rate)
Oliver Brammer creates a technical analysis on Splatoon 2 and it's online code.
Some interesting tidbits from his article include:
Peer-to-peer is a system where players make a connection to every other player in the game. Also known as a “mesh network”, this system is the one that Splatoon on the Wii U was using.
Splatoon 2 also uses a peer-to-peer networking system. Even though Nintendo are obviously targeting this to be a portable console, it is still 7-8 times heavier on network usage than it would be if there were dedicated servers!
From the Wireshark data I captured, I’ve been able to produce rough estimates on how much bandwidth and data usage Splatoon 1 and 2 have.
- PS - Packet Size
- DR - Data Rate
| Game | Lowest PS | Highest PS | Average PS | Updates | kbps DR | MB/hour DR | Average Latency |
|---|---|---|---|---|---|---|---|
| Splatoon 1 | 90 bytes | 1250 bytes | 214 bytes | 25Hz | 146kbps | 66 MB/hour | 113ms |
| Splatoon 2 | 102 bytes | 1062 bytes | 320 bytes | 16Hz | 80kbps | 36 MB/hour | 137ms |
Dedicated servers and a 60Hz update rate could offer Splatoon 2 players an estimated 45% faster connection in online multiplayer.
Oliver has also provided the raw data in the analysis for the more technically interested.
Posted Aug 9, 2017, 1:00 PM UTC · edited