I am looking to begin work on a fast paced competitive fps game similar to quake, before I begin I’d like some advice on the best solution solution to create an online multiplayer that’s as real time as possible so the game can truly be competitive, the higher the tick rates and the lower the latency the better. Is the best solution something like photon, or an alternate method. Any help would be appreciated, thanks.
The best way would be to use direct connection with Unity’s built in networking, configure to how you like it, then optimize it for the best performance. If you want a high tick rate, using a dedicated-server-system would be the best way to go (imo) so you can have all of the processing om a different machine than the users’, but then you could argue that would increase latency because there is a third machine involved, but that might not be a big issue depending on connection. What you would want is to send as little data as possible, so if you are going super-minimalistic with only guns and player movement, it would not be that hard to have the best of both.