31 comments

[ 2.2 ms ] story [ 51.3 ms ] thread
I highly respect the implicit decision to forgo repeat purchases by merging into the original game, considering how much work was clearly involved. I haven't played it, but I hope for sustainability's sake, there are sufficient (purely cosmetic) microtransactions to cover their development costs.
"1.Serialize the entire scene, compress the data, and pass it to the joining client. We already do full scene serialization for quicksave and quickload, so this is possible, but the files are large: 30-50 MB is common, often more, so transfer would take a while.

[...]

3. Record the deterministic command stream, pass it to the joining client, and have that client apply all changes to the loaded scene before joining the game. The amount of data is much smaller than in option 2 since we’re not sending any voxel data, but applying the changes can take a while since it involves a lot computation.

Once we started investigating option 3 we realized it was actually less data than we anticipated, but we still limit the buffer size and disable join-in-progress when it fills up. This allows late joins up to a certain amount of scene changes, beyond which applying the commands would simply take an unreasonably long time. "

So [1] is not an option for players who want to do it that way?

Part of the problem with [1] is that you still end up needing [3] anyhow, because even if you've got a fiber-to-fiber connection, while the transfer was occurring the game world has moved on and you'll need to replay that anyhow.

But if you've got a solution for [3] that works completely correctly anyhow, then writing lots of code for [1] becomes redundant to that anyhow, even with save/load code sitting right there. Might as well start from the beginning and replay it anyhow.

One of the things I will often do that I sometimes have to explain to my fellow engineers is bound the rate at which we'll have to handle certain changes based on what is making them. If you know that you've got a human on the other end of some system, they can only click and type and enter text so quickly. Yes, you still need to account for things like copy & paste if that's an issue for your system, where they may suddenly roll up with a novel's worth of text, but you know they can't be sending you War and Peace sixty times a second. You can make a lot of good scaling decisions around how many resources a user needs when you remember that. The bitrate coming out of a human being is generally fairly small; we do our human magic with the concatenation of lots of bits over lots of time but the bitrate itself is generally small. For all that Teardown is amazingly more technically complicated than Doom, the "list of instructions the humans gave to the game" is not necessarily all that much larger than a Doom demo (which is itself a recording of inputs that gets played back, not a video file), because even Doom was already brushing up on the limits of how many bits-per-second we humans can emit.

Looks like someone needs a better web host.

> Due to protection of web servers from repeated attacks, we were forced to restrict access to administrative interface of web pages to selected countries. If you are currently in a foreign country, please sign in to WebAdmin, proceed to your domain management and disable this GeoIP filter in OneClick Installer section.

In my opinion one of the most impressive independent games published on Steam in the last years.
Looking forward to play the MP version with my son who also loves the game. I worry that the game will get heavier and maybe no longer work of the steamdeck, will it?
Wouldn't it have been simpler (even if technically heavy) to host the game on a single machine and just stream each player's camera? That way all the physics would be computed in real time on one computer, and each player would just receive a different video stream.
This seems to get brought up in every hn post on video game mulriplayer, and it makes me wonder: do you play video games? I dont know of any video games that do multiplayer that way, and i would think that alone suggests its not a good idea.

Who wants to play a game with 50ms+ keypress to screen update delay? Sounds miserable.

Might have been a key differentiator for Stadia.

Other comments are worrying about the streaming and latency but local split screen could also be another use case here.

In addition to what others have said: even where remote play works, some games are worse candidates than others, and I expect Teardown would be towards the "worse" side of the set.

Teardown, visually speaking, is a pretty noisy game at times, and doesn't give a great visual clarity when streamed at real-time-encoding-type bitrates during these noisy moments.

FPS mouse+keyboard is also one of the worst-case scenarios for Moonlight/GFNow/etc. remote play, because first person aiming with a mouse relies very heavily on a tight input-vision feedback loop, and first person camera movement is much harder to encode while preserving detail relative to, say, a static-camera overhead view, or even third person games where full-scene panning is slower and more infrequent.

They targeted/ended up with a 1Mbit throughput requirement per player.

Please figure out a way to generate 1440p video at 90hz with pixel perfect rendering at 1Mbit per video stream.

Half the point of Teardown is that it looks really really good and crisp because it required a beefy GPU at the time it was released. I don't want blocky streamed video.

For me as a player that might have been a simpler solution to an entirely different problem. I don't imagine that playing a first person 3D game with free movement and platforming would be a pleasurable experience with the latency overhead of streaming video over the internet. That's part of the problem being solved here.
I enjoyed playing Teardown when it first came out. It was already a technological marvel back then, so it's even more impressive that they managed to make the simulation deterministic to add multiplayer several years after release. Clearly top tier engineers.

Cool to see that the game is owned by Coffee Stain now, too. Satisfactory has been handled well by them, so I'm optimistic about the future of Teardown as well.

It seems like Coffee Stain generally handles the games they publish pretty well. They also have Valheim and Deep Rock Galactic published under them, both of which have been reasonably successful and long running games
> For the longest time (and for good reasons), floating point operations were considered unsafe for deterministic purposes. That is still true to some extent, but the picture is more nuanced than that. I have since learned a lot about floating point determinism, and these days I know it is mostly safe if you know how to navigate around the pitfalls.

If you're only concerned about identical binaries on x86, it's not too bad because AMD and Intel tend to have intentionally identical implementations of most floating point operations, with the exception of a few of the approximate reciprocal SSE instructions (rcpps, rsqrtps, etc). Modern x86 instructions tend to have their exact results strictly defined to avoid this kind of inconsistency: https://software.intel.com/en-us/articles/reference-implemen...

If you want this to work across ARM and x86 (or even multiple ARM vendors), you are screwed, and need to restrict yourself to using only the basic arithmetic operations and reimplement everything else yourself.

I'm sure you know, but for others reading: even on the same architecture, there is more to floating point determinism than just running the same "x = a + b" code on each system. There's also the state of the FPU (eg: rounding modes) that can affect results.

On older versions of DirectX (maybe even in some modern Windows APIs?) there were cases where it would internally change the FPU mode, causing chaos for callers trying to use floats deterministically[1].

[1] https://gafferongames.com/post/floating_point_determinism/ (see the Elijah quote, especially)

At least in the early 2000s, Bloomberg had strict requirements about this. Their financial terminal has a ton of math calculations. The requirement was that they always had live servers running with two different hardware platforms with different operating systems and different CPU architectures and different build chains. The math had to agree to the same bitwise results. They had to turn off almost all compiler optimisations to achieve this, and you had to handle lots of corner cases in code: can't trust NaN or Infinity or underflow to be portable.

They could transparently load balance a user from one different backend platform to the other with zero visible difference to the user.

As far as I know, the ARM (at least aarch64) situation should be about the same as x86-64. Anything specific that's bad about it? (there's aarch32 NEON with no subnormal support or whatever, but you can just not use it if determinism is the goal)

that RECIP14 link is AVX-512, i.e. not available on a bunch of hardware (incl. the newest Intel client CPUs), so you wouldn't ever use it in a deterministic-simulation multiplayer game anyway, even if you restrict yourself to x86-64-only; so you're still stuck to the basic IEEE-754 ops even on x86-64.

x86-64 is worse than aarch64 is a very important aspect - baseline x86-64 doesn't have fused multiply-add, whereas aarch64 does (granted, the x86-64 FMA extension came out around not far from aarch64/armv8, but it's still a concern, such is life). Of course you can choose to not use fma, but that's throwing perf away. (regardless you'll want -ffp-contract=off or equivalent to make sure compiler optimizations don't screw things up, so any such will need to be manual fma calls anyway)

I'm pretty sure he is talking about deterministic output.
> If you want this to work across ARM and x86 (or even multiple ARM vendors), you are screwed, and need to restrict yourself to using only the basic arithmetic operations and reimplement everything else yourself.

Is this problematic for WASM implementations? The WASM spec requires IEEE 754-2019 compliance with the exception of NaN bits. I guess that could be problematic if you're branching on NaN bits, or serializing, but ideally your code is mostly correct and you don't end up serializing NaN anyway.

We use floating point operations with deterministic lockstep with a server compiled on GCC in Linux a windows client compiled with MSVC in windows, and an iOS client running on ARM which I believe is compiled with clang.

Works fine.

This is a not a small code base, and no particular care has been taken with the floating point operations used.

If someone from Teardown dev team is here, did you guys ever tried to do the physics in voxel space? If I understand correctly, Teardown convert each physics chunk into a mesh and feeds all the meshes into a traditional physics engine. But this means that the voxel models remain constrained to the voxel grid only locally but not globally.

I have been trying to figure out a way to do physics completely in voxel space to ensure a global grid. But I have not been able to find any theory of Newtonian Mechanics that would work in discretised space (Movable Cellular Automata was the closest). I wonder if anyone in the Teardown dev team tried to solve this problem?

I really love Teardown, and I’m absolutely baffled at the bizarre performance that game manages to push on even very large worlds.

I’ve tried to load teardown levels in a homegrown engine and I always end up stuttering like hell as soon as GI becomes involved (or even before that).

I’m going to finally manage to replicate it, and then the new engine will be released and raise the bar again xD

I feel like there's detail missing in the blog.

The "Reliable vs Unreliable" section implies that different parts of the scene are sent using a strict-ordering protocol so that the transforms happen in the same order on every client, but other parts happen in a state update stream with per client queueing.

But which is which? Which events are sent TCP and which are UDP (and is that literally what they're doing, or only a metaphor?)

Really the economy of the text in the blog seems backwards, this section has one short paragraph explaining the concept of deterministic event ordering as important for keeping things straight, and then 3 paragraphs about how player position and velocity are synced in the same way as any other game. I want read more about the part that makes teardown unique!

do they have split screen multiplayer? I wish they did.
If only they hadn't stolen the idea at revision and then not paid the person they stole it from.

Douche bags.

Can you elaborate or provide some context?