From 037c0c61a8bbddf5f1e7876a67e3d8ab4916ab52 Mon Sep 17 00:00:00 2001 From: Derek S <44935661+Derek-R-S@users.noreply.github.com> Date: Mon, 5 Apr 2021 19:13:52 -0500 Subject: [PATCH] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 9660c2d..560d113 100644 --- a/README.md +++ b/README.md @@ -92,7 +92,7 @@ There are quiet a few relay transports for mirror at this point, It can often be Starting with steam, steam offers a free relay with NAT punchthrough for anyone releasing a game on steam. This integrates into their lobby invites and also only allows connections from other users who actually own the game (No pirates sneaking into your servers!) and it works wonders. Steam has well documented SDK, a huge community, and they are active on their forums. If you plan on releasing on steam and only steam, go with this. To get the steam relay, go into the #steam channel in mirror's discord and use whichever one is the same as your wrapper. ### Epic -Epic is a newer transport that offers NAT Punchthrough, and a relay service for free. As of writing this its only available for usage on Windows/Mac/Linux (More platforms are planned and releasing in the future). This one is great because they offer it for free! Thats right, a free relay and NAT punchthrough server! This is NOT locked into only releasing on Epic Store, like how steams is. So you can release on any store you want if your game uses this. Now onto the downsides, they have a very PITA SDK to use with a fairly small community for the C# side of things. (FakeByte helps alot in the discord and will help with features outside of the relay transport!). The documentation is sub-par and severely lacking in some places, which is expected as its fairly new. They also have Epic Account Services, which is similar to steams but like the relay, not locked into one store(Users have to use webbrowser to sign into epic account)! With those services you get user accounts, In game purchases, achievements, and much more. So if you want a free relay/NAT Punchthrough server, and want to go along for the ride of EoS, this is the one. You cant beat free. :P Check it out [here](https://github.com/FakeByte/EpicOnlineTransport) +Epic is a newer transport that offers NAT Punchthrough, and a relay service for free. As of writing this its only available for usage on Windows/Mac/Linux (More platforms are planned and releasing in the future). This one is great because they offer it for free! Thats right, a free relay and NAT punchthrough server, plus more! They have more tools such as Matchmaking, server browser, statistics, and more! This is NOT locked into only releasing on Epic Store, like how steams is. So you can release on any store you want if your game uses this. Now onto the downsides, they have a very PITA SDK to use with a fairly small community for the C# side of things. (FakeByte helps alot in the discord and will help with features outside of the relay transport!). The documentation is sub-par and severely lacking in some places, which is expected as its fairly new. They also have Epic Account Services, which is similar to steams but like the relay, not locked into one store! With those services you get user accounts, In game purchases, achievements, and much more. So if you want a free relay/NAT Punchthrough server, and want to go along for the ride of EoS, this is the one. You cant beat free. :P Check it out [here](https://github.com/FakeByte/EpicOnlineTransport) ### LRM LRM is a self-hosted, open source, relay/NAT Punchthrough server. It's available for all platforms (PC, Mac, Linux, WebGL, Android, IOS, You name it!). It does this by supporting any of mirrors existing transports. If you want webgl? Use websockets! Want TCP? Telepathy! UDP? KCP! This is one of LRM's main features. The game developer can decide on how they want their data sent between the server and clients. With LRM, you are going to have to host the servers yourself. We are releasing a load balancer soon which will make it super easy to expand servers in regions and balance users out between them. The more powerful of a server you have, the more that LRM node can host. With some tests (All clients relayed, none NAT punched), we could get about ~200 CCU on a $5 google cloud server (f1-micro). Though, LRM is still constantly being worked on and could have changes, rewrites, etc at any time. You are able to contribute if you find any bugs, just by opening a PR! So, if you are more of a self-hosting person, who wants full control of your servers, or want a relay for a platform the others don't support (WebGL). Use LRM, if you have any questions, we are in the discord channel everyday! :)