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 S8HS
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UID:pretalx-godotcon-boston-2026-RAY8MH@talks.godotengine.org
DTSTART;TZID=EST:20260722T120000
DTEND;TZID=EST:20260722T122500
DESCRIPTION:Dedicated servers are widely considered the gold standard for m
 ultiplayer games\, and titles that use them dominate the Steam charts. Com
 petitive shooters swear by them\, sometimes running just 16 players per ba
 re-metal machine\, incurring huge hosting costs\, and still requiring clie
 nt-side anti-cheat.\n\nDeveloping and orchestrating dedicated servers is e
 normously time-consuming\, yet the resulting multiplayer quality is often 
 lackluster. So should you blindly follow the footsteps of others\, or coul
 d there be a better model for your game?\n\nThis talk explores:\n- The sin
 gle most important concept for any multiplayer game: time synchronization\
 n- How to build a cheat-proof shooter without a dedicated server\n- How to
  build a physics-based game without a central authoritative physics simula
 tion\n- How to match the exact gameplay quality of a dedicated server with
 out running one
DTSTAMP:20260726T115540Z
LOCATION:Deborah Sampson
SUMMARY:Kill Your Servers: Advanced Techniques for Serverless Multiplayer -
  Luke Stampfli
URL:https://talks.godotengine.org/godotcon-boston-2026/talk/RAY8MH/
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