Re: Diversification is the Name of the Game, Part 2 (Editorial)
Sorry Whiskey for talking about both games, however since theres not much detail on them and im assuming they both run on Frostbite 2.0
Or just the core netcode in Frostbite which may or maynot change much.
Im not trying to justify DICE's decisions for 24 players.. I just accept thats what they chose to do for BC1 and possibly 1943.
Peer 2 peer gaming is when the computers that run the game software also share the load of network processing. All of the data must stream to one place (one of the PC's in the session) get processed and then be distributed back to the other computers.
In the older days not that long ago :|: You could get rid of some lag ( not frame rate) but network lag. By letting the game run from a "Host" computer that ran the game "not actual Server software, which has a different design than a p2p netcode" and gain network performance because that PC was sitting idle (no one playing the game)
So there were not extra calculations happening and that machine could just process the network.
Just like any cpu load, you need to give some to get some.
If the cpu is running full tilt.. you cant just add more load.
Graffix / whatever it may be
I hear that microsoft doesnt like dedicated servers on xbox live and charges the devs more money to design the games that way.. however i dont know for sure. Xbox live must be one heck of a network to keep up with so theres no telling what gos on behind the scenes.
Who knows what kind of networking will happen in the future.. Recently they tried to mask p2p with matchmaking.. just to make it easier and hassle free to find games.
Sorry Whiskey for talking about both games, however since theres not much detail on them and im assuming they both run on Frostbite 2.0
Or just the core netcode in Frostbite which may or maynot change much.
define peer 2 peer gaming. i'm a little lost regarding your justification for 24 players maximum
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Peer 2 peer gaming is when the computers that run the game software also share the load of network processing. All of the data must stream to one place (one of the PC's in the session) get processed and then be distributed back to the other computers.
In the older days not that long ago :|: You could get rid of some lag ( not frame rate) but network lag. By letting the game run from a "Host" computer that ran the game "not actual Server software, which has a different design than a p2p netcode" and gain network performance because that PC was sitting idle (no one playing the game)
So there were not extra calculations happening and that machine could just process the network.
Just like any cpu load, you need to give some to get some.
If the cpu is running full tilt.. you cant just add more load.
Graffix / whatever it may be
I hear that microsoft doesnt like dedicated servers on xbox live and charges the devs more money to design the games that way.. however i dont know for sure. Xbox live must be one heck of a network to keep up with so theres no telling what gos on behind the scenes.
Who knows what kind of networking will happen in the future.. Recently they tried to mask p2p with matchmaking.. just to make it easier and hassle free to find games.
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