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Oliver Brammer: An In-Depth Look at Online Multiplayer in Splatoon 2 (peer2peer, 16Hz tick rate)

Speculation/Analysis

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
GameLowest PSHighest PSAverage PSUpdateskbps DRMB/hour DRAverage Latency
Splatoon 190 bytes1250 bytes214 bytes25Hz146kbps66 MB/hour113ms
Splatoon 2102 bytes1062 bytes320 bytes16Hz80kbps36 MB/hour137ms

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

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