Sunday, December 7, 2025

How 2XKO approaches online play

Summary ⁤of the 2XKO Development Update

This post details improvements made to 2XKO’s online experience, focusing on spectating​ and matchmaking.Here’s ⁢a breakdown:

1. Spectator Mode Improvements:

* initial Problem: Early⁤ spectating attempts involved sending snapshots of the⁤ game state ⁣from the ‌player to the spectator. This caused important performance‌ issues (FPS drops for the player being spectated) ‌and security vulnerabilities (potential for buffer overflow attacks via manipulated snapshots).
* Solution: ⁣ moved ​spectating⁢ data processing to the server-side. This eliminates⁤ performance impacts on players⁤ and enhances security.⁤ Spectators ⁣now‌ receive data from a secure server,⁢ resolving the‌ previous ⁣issues.

2. ⁤Cross-Lobby Matchmaking:

* Initial Problem: finding matches could be slow,especially when ‍lobbies weren’t full. Features like leaderboards and win​ streaks were less enjoyable due to long wait times.
* Solution: Expanded the match‌ search to include all online‍ lobbies,not just the current one.
* Matches found within the current lobby ⁣still use the ⁣cabinet system.
⁤ ‌* Matches found in⁤ other ‌lobbies assign cabinets to both ‍players, ⁢with⁤ the opponent appearing as a hologram.
‍ * Win streaks are maintained regardless of lobby.
* Matchmaking⁣ System: The system ‍prioritizes finding ⁤a ​good match within⁣ a reasonable ⁢timeframe.‌ Match times ​are quick ⁤during peak hours (similar skill players) but may be faster with wider skill ⁤gaps during off-peak hours.
* Future ​development: The ‌developers are seeking player⁣ feedback on whether to prioritize match speed or ‌skill matching ⁢during off-peak times.

Overall Goal:

The ‍developers are ​committed ⁤to making the online experience in ⁤2XKO as ‍good as,​ or better than, offline play. ‌They will continue to iterate on ⁢these features based on⁤ player feedback even after​ the Early Access period.

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