What exactly is the difference between Custom vs Realtime servers in gamelift?
Arent all multiplayer game realtime? im going thru all the "getting started" documents and tutorials but I cant grasps the difference between the two
Realtime game servers https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-plan.html
Custom game servers are for more complex projects. For example if I'm making a multiplayer shooter where the server needs to be communicating constantly to a client (the client always needs to know exactly where the player is), I would use custom game servers.
Let's say I'm making a strategy or card game where my game server only needs to send a message to a client every once in a while. This would be perfect for a realtime server. In a card game, I only need to update the client when something happens (a player plays a card, a player draws a card, etc)
So if: My client needs to receive a message from the server 30 times per second: custom My client needs to receive a message from the server on average once every 3 seconds: realtime
This is the way I understand it, if I'm wrong I hope somebody corrects me!
However, RTS underneath the hood is just a nodejs websocket server, so it may not have the battery/optimization needed for complex game simulations compared to server executables generated by Unreal/Unity.
So, the more accurate summary should be: If your game has complex states and/or needs complex physics simulation, use custom If you game is has simple state (e.g. a poker game), use RTS
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