This means that due to very subtle differences in various platforms’ maths libraries (floating point calculations specifically) playing games between different platforms would slowly go out of sync due to the small differences, ending up with the players dropping out due to sync issues getting too great. In the case of SHOGUN 2, the game engine uses the platform’s maths libraries to calculate checksums and syncing between players.
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When a game engine is designed to support cross-platform multiplayer, care is taken to make sure all of the mathematical processes are done in such a way that they don’t use any platform-specific features and the maths libraries and results will always match no matter what platform the engine is built on. This is done by using complex mathematical processes.
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Multiplayer networking is a complex process with many things that need to be kept in exact and perfect sync with other players.
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If you want a more technical answer (hold onto your hats!)… some games’ multiplayer libraries were not designed for cross-platform when they were initially created.
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Here is Feral Interactive's (company who made the game) response:įeral Interactive We always enable Mac PC multiplayer when technically possible, but sometimes it isn’t, which was the case with SHOGUN 2.īasically, the multiplayer code has some platform-dependant features, so it acts slightly differently on different operating systems, causing sync issues that can’t be resolved without redesigning how the multiplayer code works on all platforms.