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  3. Vol. 11, No. 4, November 2026 (Article in Progress)
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Vol. 11, No. 4, November 2026 (Article in Progress)

Issue Published : Sep 1, 2026
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This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Performance Comparison of Client-Server and Peer-To-Peer Architectures in Local Network Multiplayer Games Based on Unity

https://doi.org/10.22219/kinetik.v11i4.2827
Eka Wahyu Hidayat
Universitas Siliwangi
Firmansyah Maulana Sugiartana Nursuwars
Universitas Siliwangi
Rahmat Mahardika
Universitas Siliwangi

Corresponding Author(s) : Rahmat Mahardika

rahmat.md3160@gmail.com

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, Vol. 11, No. 4, November 2026 (Article in Progress)
Article Published : Oct 18, 2026

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Abstract

This study aims to compare the performance of Client-Server and Peer-to-Peer Full Mesh architectures in a local network multiplayer game. The research method was conducted through two testing scenarios, namely 2 players and 5 players, with three repetitions of 300 seconds for each session. The parameters measured include latency, throughput, packet loss, jitter, as well as CPU, GPU, and RAM usage. The results show that the Peer-to-Peer Full Mesh architecture has better network performance, with lower latency by 37.4% in the 2-player scenario and 27.7% in the 5-player scenario, as well as higher throughput by 58.2% in the 2-player scenario and 77.6% in the 5-player scenario. The jitter value in this architecture is also lower in both scenarios. Testing of resource usage indicates that the Client-Server architecture is more efficient in CPU usage, with P2P CPU usage being 49.9% higher than Client-Server in the 5-player scenario, while Client-Server uses 23.5% less RAM than Peer-to-Peer Full Mesh. The Client-Server architecture also has lower packet loss by 6.3% in the 5-player scenario. The test results indicate that the Peer-to-Peer Full Mesh architecture is more suitable for scenarios with a smaller number of players that require high responsiveness, while the Client-Server architecture is more appropriate for scenarios with a larger number of players that require resource efficiency and performance stability.

Keywords

Game Multiplayer Network Performance Unity
Hidayat, E. W., Nursuwars, F. M. S., & Mahardika, R. (2026). Performance Comparison of Client-Server and Peer-To-Peer Architectures in Local Network Multiplayer Games Based on Unity . Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, 11(4). https://doi.org/10.22219/kinetik.v11i4.2827
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References
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  2. F. Lu, S. Parkin, and G. Morgan, “Load balancing for massively multiplayer online games,” in Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games - NetGames ’06, New York, New York, USA: ACM Press, 2006, p. 1. doi: 10.1145/1230040.1230064.
  3. M. A. Khan, W. Cherif, F. Filali, and R. Hamila, “Wi-Fi Direct Research ‐ Current Status and Future Perspectives,” Journal of Network and Computer Applications, vol. 93, pp. 245–258, Sep. 2017, doi: 10.1016/j.jnca.2017.06.004.
  4. A. Musari and Rahmaniar, “Comparative Analysis of Network Architecture: Client-Server Versus Peer-to-Peer,” WITECH: Journal of Computer and Network Engineering Technology, vol. 2, no. 1, pp. 15–24, 2026, [Online]. Available: https://journal.uwais.ac.id/index.php/witech/article/view/38https://journal.uwais.ac.id/index.php/witech/article/view/38.https://journal.uwais.ac.id/index.php/amanah/article/view/38
  5. B. D. C. Putri, R. Kridalukmana, and E. D. Widianto, “Perancangan Aplikasi Permainan Multiplayer Gobak Sodor Berbasis Flash Di Lingkup Jaringan Lokal,” Jurnal Teknologi dan Sistem Komputer, vol. 4, no. 2, 2016.
  6. S. S. Sarwodi, W. Sukmo Wardhono, and M. A. Akbar, “Penerapan Multiplayer Pada Gim Tower Defense Menggunakan Photon Unity,” Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer, vol. 4, no. 9, pp. 3235–3245, 2020, [Online]. Available: http://j-ptiik.ub.ac.id
  7. I. Ramadhan, A. Purwanto, and Nurahman, “Pengembangan Teknologi Game Indonesia Untuk Permainan First Person Shooter (Fps) 3d Multiplayer ‘Code To Shoot’ Menggunakan Unity Network (Unet) Berbasis Mobile,” Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM), vol. 5, no. 2, pp. 39–48, Oct. 2020, doi: 10.20527/jtiulm.v5i2.50.
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  9. I. M. S. A. Pande, R. A. N. Diaz, and R. A. A. Ramadhan, “Pembuatan Horor Game 3d Multiplayer Co-Op ‘Calonarang’ Berbasis Mobile,” Naratif : Jurnal Nasional Riset, Aplikasi dan Teknik Informatika, vol. 5, no. 2, pp. 149–161, Dec. 2023, doi: 10.53580/naratif.v5i2.244.
  10. T. Geubrina, H. Husaini, and M. Mahlil, “Synchronous Multiplayer Shooting in the 2D Game ‘War Cops’ Using Unity Engine,” Journal of Artificial Intelligence and Software Engineering (J-AISE), vol. 4, no. 2, p. 73, Nov. 2024, doi: 10.30811/jaise.v4i2.6128.
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  12. R. Y. Hakkun, M. Zikky, and B. Rafsanjani, “Game Edukasi Pengenalan Sistem Isyarat Bahasa Indonesia (Sibi) Menggunakan Myo Armband Pada Arsitektur Client-Server,” Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK), vol. 9, no. 3, pp. 507–512, 2022, doi: 10.25126/jtiik.202294149.
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  16. L. Nuraini, Y. M. F. A. Widyoputri, and V. B. Adiguna, “Perbandingan Multiple Linear Regression dan Random Forest untuk Prediksi Nilai Akhir Mahasiswa Menggunakan Google Colab,” Digital Business Intelligence, vol. 2, no. 1, 2026, doi: https://doi.org/10.56444/6fkj3z18.
  17. S. P. Wijaya, M. A. Al Abdilah, M. Farhan, and A. Firmansyah, “Analisis Perbandingan Efisiensi Dan Performa Pengujian Selenium, Cypress, Dan Playwright Sebagai Alat Automation Testing Untuk Aplikasi Web,” Kohesi: Jurnal Multidisiplin Saintek, vol. 8, no. 10, 2025, doi: 10.8734/Kohesi.v1i2.365.
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  19. S. S. Gingade, B. Nagashree, V. Rishika Mohan, and Mohana, “Real Time Network Traffic Analysis and Visualization using Wireshark and Google Maps,” in 3rd International Conference on Innovative Mechanisms for Industry Applications, ICIMIA 2023 - Proceedings, Institute of Electrical and Electronics Engineers Inc., 2023, pp. 1289–1295. doi: 10.1109/ICIMIA60377.2023.10426152.
  20. D. Chahal, L. Kharb, and D. Choudhary, “Performance Analytics of Network Monitoring Tools,” International Journal of Innovative Technology and Exploring Engineering, vol. 8, no. 8, 2019.
  21. F. Saputra, B. Cut, and F. Nilamsari, “Analisis Perbandingan Tiga Software Terhadap Pengukuran Quality Of service (QoS) Pada Pengukuran Jaringan Wireless Internet,” Jurnal Teknologi Informasi, vol. 2, no. 1, p. 33, May 2023, doi: 10.35308/jti.v2i1.7275.
  22. E. Vegadinata and F. Fitriasih, “Model Prediksi Perhitungan Gaji Karyawan Menggunakan Algoritma Decision Tree dengan Google Colab,” Insect (Informatics and Security): Jurnal Teknik Informatika, vol. 12, no. 01, pp. 129–137, Mar. 2026, doi: 10.33506/insect.v12i01.5495.
  23. T. Beigbeder, R. Coughlan, C. Lusher, J. Plunkett, E. Agu, and M. Claypool, “The effects of loss and latency on user performance in unreal tournament 2003®,” in Proceedings of ACM SIGCOMM 2004 workshops on NetGames ’04 Network and system support for games - SIGCOMM 2004 Workshops, New York, New York, USA: ACM Press, 2004, p. 144. doi: 10.1145/1016540.1016556.
  24. L. Pantel and L. C. Wolf, “On the impact of delay on real-time multiplayer games,” in Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video, New York, NY, USA: ACM, May 2002, pp. 23–29. doi: 10.1145/507670.507674.
  25. M. M. Alamin, F. A. Jantanu, M. R. Z. Ramadhan, N. F. Rahman, R. P. Arifin, and A. Ismasuroj, “Kualitas Jaringan Internet di Dinas Perpustakaan Berdasarkan Pengukuran Quality of Service dengan Wireshark,” Nusantara Computer and Design Review, vol. 3, no. 1, pp. 47–53, Apr. 2025, doi: 10.55732/ncdr.v3i1.1638.
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References


L. Raith et al., “Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review,” Front. Psychol., vol. 12, Jun. 2021, doi: 10.3389/fpsyg.2021.698799.

F. Lu, S. Parkin, and G. Morgan, “Load balancing for massively multiplayer online games,” in Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games - NetGames ’06, New York, New York, USA: ACM Press, 2006, p. 1. doi: 10.1145/1230040.1230064.

M. A. Khan, W. Cherif, F. Filali, and R. Hamila, “Wi-Fi Direct Research ‐ Current Status and Future Perspectives,” Journal of Network and Computer Applications, vol. 93, pp. 245–258, Sep. 2017, doi: 10.1016/j.jnca.2017.06.004.

A. Musari and Rahmaniar, “Comparative Analysis of Network Architecture: Client-Server Versus Peer-to-Peer,” WITECH: Journal of Computer and Network Engineering Technology, vol. 2, no. 1, pp. 15–24, 2026, [Online]. Available: https://journal.uwais.ac.id/index.php/witech/article/view/38https://journal.uwais.ac.id/index.php/witech/article/view/38.https://journal.uwais.ac.id/index.php/amanah/article/view/38

B. D. C. Putri, R. Kridalukmana, and E. D. Widianto, “Perancangan Aplikasi Permainan Multiplayer Gobak Sodor Berbasis Flash Di Lingkup Jaringan Lokal,” Jurnal Teknologi dan Sistem Komputer, vol. 4, no. 2, 2016.

S. S. Sarwodi, W. Sukmo Wardhono, and M. A. Akbar, “Penerapan Multiplayer Pada Gim Tower Defense Menggunakan Photon Unity,” Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer, vol. 4, no. 9, pp. 3235–3245, 2020, [Online]. Available: http://j-ptiik.ub.ac.id

I. Ramadhan, A. Purwanto, and Nurahman, “Pengembangan Teknologi Game Indonesia Untuk Permainan First Person Shooter (Fps) 3d Multiplayer ‘Code To Shoot’ Menggunakan Unity Network (Unet) Berbasis Mobile,” Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM), vol. 5, no. 2, pp. 39–48, Oct. 2020, doi: 10.20527/jtiulm.v5i2.50.

A. K. Wahyudi, J. Y. Mambu, E. Zachawerus, and A. Lonteng, “Action Shooter Synchronous Multiplayer Game Menggunakan Photon Cloud Network Multiplatform,” CogITo Smart Journal, vol. 8, no. 1, pp. 102–110, Jun. 2022, doi: 10.31154/cogito.v8i1.392.102-110.

I. M. S. A. Pande, R. A. N. Diaz, and R. A. A. Ramadhan, “Pembuatan Horor Game 3d Multiplayer Co-Op ‘Calonarang’ Berbasis Mobile,” Naratif : Jurnal Nasional Riset, Aplikasi dan Teknik Informatika, vol. 5, no. 2, pp. 149–161, Dec. 2023, doi: 10.53580/naratif.v5i2.244.

T. Geubrina, H. Husaini, and M. Mahlil, “Synchronous Multiplayer Shooting in the 2D Game ‘War Cops’ Using Unity Engine,” Journal of Artificial Intelligence and Software Engineering (J-AISE), vol. 4, no. 2, p. 73, Nov. 2024, doi: 10.30811/jaise.v4i2.6128.

V. N. Sulu, D. T. H. Haryanto, A. C. Adinata, and S. R. Kusuma, “Implementasi Komunikasi Peer-to-Peer dengan Mengembangkan Aplikasi Menggambar Kolaboratif,” Jurnal Ilmiah Informatika dan Komputer, vol. 1, no. 2, pp. 247–254, 2024.

R. Y. Hakkun, M. Zikky, and B. Rafsanjani, “Game Edukasi Pengenalan Sistem Isyarat Bahasa Indonesia (Sibi) Menggunakan Myo Armband Pada Arsitektur Client-Server,” Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK), vol. 9, no. 3, pp. 507–512, 2022, doi: 10.25126/jtiik.202294149.

A. R. Hakim, “Basis Data Terdistribusi: Arsitektur, Manajemen, Dan Tantangan Implementasi,” Jurnal Dunia Data, vol. 1, no. 2, 2024.

R. Maulana Awangga and R. Andarsyah, “Pengukuran Performansi Penerapan Asynchronous Daemon Pada Web Service Verifikasi User Di Banana Pi Dengan Metode Benchmarking,” Jurnal Teknik Informatika, vol. 8, no. 1, 2016.

M. M. Alamin, A. R. Firmansyah, A. Bittuqoh, C. B. Adzimi, M. I. Wahyudi, and M. Z. AT, “Pengukuran Performa Jaringan Internet Menggunakan Quality of Service dengan Wireshark,” Nusantara Computer and Design Review, vol. 3, no. 1, pp. 9–14, Apr. 2025, doi: 10.55732/ncdr.v3i1.1633.

L. Nuraini, Y. M. F. A. Widyoputri, and V. B. Adiguna, “Perbandingan Multiple Linear Regression dan Random Forest untuk Prediksi Nilai Akhir Mahasiswa Menggunakan Google Colab,” Digital Business Intelligence, vol. 2, no. 1, 2026, doi: https://doi.org/10.56444/6fkj3z18.

S. P. Wijaya, M. A. Al Abdilah, M. Farhan, and A. Firmansyah, “Analisis Perbandingan Efisiensi Dan Performa Pengujian Selenium, Cypress, Dan Playwright Sebagai Alat Automation Testing Untuk Aplikasi Web,” Kohesi: Jurnal Multidisiplin Saintek, vol. 8, no. 10, 2025, doi: 10.8734/Kohesi.v1i2.365.

R. Tuli, “Analyzing Network Performance Parameters using Wireshark,” International Journal of Network Security & Its Applications, vol. 15, no. 01, pp. 01–13, Jan. 2023, doi: 10.5121/ijnsa.2023.15101.

S. S. Gingade, B. Nagashree, V. Rishika Mohan, and Mohana, “Real Time Network Traffic Analysis and Visualization using Wireshark and Google Maps,” in 3rd International Conference on Innovative Mechanisms for Industry Applications, ICIMIA 2023 - Proceedings, Institute of Electrical and Electronics Engineers Inc., 2023, pp. 1289–1295. doi: 10.1109/ICIMIA60377.2023.10426152.

D. Chahal, L. Kharb, and D. Choudhary, “Performance Analytics of Network Monitoring Tools,” International Journal of Innovative Technology and Exploring Engineering, vol. 8, no. 8, 2019.

F. Saputra, B. Cut, and F. Nilamsari, “Analisis Perbandingan Tiga Software Terhadap Pengukuran Quality Of service (QoS) Pada Pengukuran Jaringan Wireless Internet,” Jurnal Teknologi Informasi, vol. 2, no. 1, p. 33, May 2023, doi: 10.35308/jti.v2i1.7275.

E. Vegadinata and F. Fitriasih, “Model Prediksi Perhitungan Gaji Karyawan Menggunakan Algoritma Decision Tree dengan Google Colab,” Insect (Informatics and Security): Jurnal Teknik Informatika, vol. 12, no. 01, pp. 129–137, Mar. 2026, doi: 10.33506/insect.v12i01.5495.

T. Beigbeder, R. Coughlan, C. Lusher, J. Plunkett, E. Agu, and M. Claypool, “The effects of loss and latency on user performance in unreal tournament 2003®,” in Proceedings of ACM SIGCOMM 2004 workshops on NetGames ’04 Network and system support for games - SIGCOMM 2004 Workshops, New York, New York, USA: ACM Press, 2004, p. 144. doi: 10.1145/1016540.1016556.

L. Pantel and L. C. Wolf, “On the impact of delay on real-time multiplayer games,” in Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video, New York, NY, USA: ACM, May 2002, pp. 23–29. doi: 10.1145/507670.507674.

M. M. Alamin, F. A. Jantanu, M. R. Z. Ramadhan, N. F. Rahman, R. P. Arifin, and A. Ismasuroj, “Kualitas Jaringan Internet di Dinas Perpustakaan Berdasarkan Pengukuran Quality of Service dengan Wireshark,” Nusantara Computer and Design Review, vol. 3, no. 1, pp. 47–53, Apr. 2025, doi: 10.55732/ncdr.v3i1.1638.

Author Biographies

Eka Wahyu Hidayat, Universitas Siliwangi

Informatika

Firmansyah Maulana Sugiartana Nursuwars, Universitas Siliwangi

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