Are there any Unity games that have made it onto the Esports scene?

It looks like E-Sports are growing and expected to grow massively in the future.

Are any current E-Sports games powered by Unity?

Could Unity set up it’s own E-Sports Olympics/Events where only games running on it’s platform are supported.

What Unity games could be E-Sports titles?

Hearthstone.

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Welcome to two years ago. Thought this was a necro.

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What makes a game or game engine good for E-Sports?

Does the Unity Netcode or any other aspect of the engine holding back it’s potential for E-Sports games?

Does the Unity focus on mobile hold back it’s potential as a PC powerhouse and it’s E-Sports potential?

Will it’s new multi-threaded Burst compiler unlock it’s E-Sports potential?

Wow, those questions… just read them yourself with a thought. It almost feels you are trolling or trying to start a debate for just the sake of one by combining random things with the topic :eyes:

Almost all of the questions look like a development blog site clickbait post titles.

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Esports and game engines are largely decoupled from each other at this point. Not sure what there is to even discuss here.

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https://www.google.com/search?q=What+makes+a+game+good+for+ESports?

Gamasutra was my choice from the search but there were several links to choose from.

https://www.gamasutra.com/blogs/DanielStanford/20170307/292977/What_makes_a_successful_eSports_game.php

I’m not going into an exhaustive discussion about this. You can do the research most of us have done if you want the actual details but essentially the LLAPI (Low Level API) is basically just a lightweight wrapper around sockets and the HLAPI (High Level API) is incomplete and buggy.

Out of all the technical demonstrations of Unity’s capabilities, how many of them were intended for mobile?

Are any of the existing titles out there heavily multi-threaded? Below is one of the games as an example.

https://support.riotgames.com/hc/en-us/articles/201752654-Minimum-and-Recommended-System-Requirements

League of Legends provides three hardware requirement lists. Both the minimum and recommended lists only mention clock rate. It isn’t until we get to the final list that we are given a core count in addition to the clock rate and even then the recommendation is only two cores. It’s clearly not heavily threaded.

There are a bunch of characteristics.

  • Spectator friendly
  • High skill ceiling
  • Perfect balance
  • Korean localisation
  • Massive player base

A good ending is one able to produce all of the above. Pretty much every engine or none at all can do it. The engine is really irrelevant to what makes a good E-Sports game. Its all in the design and marketing.

None of this has anything to do with my list of good characteristics for an e-sport game. So yeah, none of this is going to change anything.

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My thinking is that rock solid 60 fps (or greater) would be the ideal for a reaction based E-Sports, with similar performance from the netcode.

yes, the Montreal Formula-E game that came out last year…

(Formula-E is electric race cars, I took my kid to the Montreal race last year, which is the only reason I noticed.)

I forget it’s name… but I was surprised to see it was Unity… I think it was VR, which is why I didn’t download it form Steam…

my kid is a better racer than most of those E-sport guys I saw in Montreal at the race… but he is 12, but ranks up there in the top few hundreds on the global leaderboards on his F-1 games

Which is the responsibility of the developer, not the engine.

A competent developer can already achieve this. I remember watching the following GDC video where Playdead mentioned some of the things they went through to achieve a solid frame rate for their game INSIDE. Lacking the functionality you mentioned in this thread definitely didn’t hold them back. They were on Unity 5.0.x.

https://www.youtube.com/watch?v=RdN06E6Xn9E

It’s the networking/multiplayer games that manage high fps netcode e.g. low latency.

Why are you presenting that image as if it were some sort of fact sheet? Escape from Tarkov is in closed beta. For all we know the game could be in a completely unoptimized state. Wait until a game ships before you put any trust in the info people try to extract from it.

Graphs are a great way to present data and this netcode analysis is detailed and clearly shows that E-Sports games like CS:GO and Overwatch have really responsive network speeds.

PUBG and Tarkov are slow in comparison.

Are there any Unity multiplayer games with as detailed data on netcode analysis or ways Unity can provide this level of detail as you develop multiplayer games?

Once again Tarkov is in closed beta. You’re best off disregarding any results from it until it’s officially released. That said PUBG is an excellent example that the developer is ultimately the one responsible for creating a highly performant game.

Both PUBG and Fortnite BR were developed with the exact same game engine (UE4). PUBG has been in a full release state since December 2017 while Fortnite BR is still in early access. Yet Fortnite is the game that has the better performance.

D.R.O.N.E looks like an ideal E-Sports game made in Unity, it will be fascinating to see how it’s netcode performs and what networking solutions is uses.

Hopefully the developers will have time to let us know how an ESports game is made.

Jebus… there are about a billion unity based multiplayer games (most popular engine and all that). Unity is cleary great with multiplayer games. Regardless, performance of that type of game is based 99% on developer (backend, architecture, providers, etc). On top of that, netcode performance is the least contributing factor in a successful esports title If all you can make is crappy games that have no interest, worrying about netcode performance is just silly and pointless (and easily fixable). Game design is not.

It’s like buying your very first practice guitar, and getting all concerned it will hold up when you start your world-wide stadium tour. Making a successful esports title is all about the title (design and market) first, architecture second. Everything else is just details that can be fixed or changed easily.

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