Fucking LAG is driving me nuts
Posted: Tue Feb 17, 2009 12:11 am
I went to DemonWare’s (they run the cod servers) to read up on this shit. Look at what they say.
Peer-to-Peer (P2P) Games
In a peer-to-peer game, game traffic flows directly from each connected computer to every other connected computer (see left). Each player sends information to every other player about what he/she is doing, and steps are taken to ensure that every player uses this information in exactly the same way to produce exactly the same results. It is necessary that every peer agree exactly about what happens in the game because there is no authority to perform corrections.
Game Examples
The client/server topology is typically
used for first-person shooter games, such as the Quake series, Half-Life and Battlefield 1942. It is also sometimes used in vehicle simulation games. For example, in Battlefield 1942 you can control tanks and planes.
The peer-to-peer topology is typically
used in real-time strategy (RTS) games, turn-based based games, simulation games, and sports games. Examples of games that have used this kind of topology are Starcraft and MotoGP.
Negatives of peer-to-peer
Does not scale well (< 16 players on DSL)
Responsiveness determined by slowest peer (good for RTS and games where latency can be disguised
So, on their own fucking website they say that shooter games should be SERVER based games. They point out 2 reasons why P2P doesn't work well in shooter games...and, yet, COD used P2P.
Total fucking BS.
Peer-to-Peer (P2P) Games
In a peer-to-peer game, game traffic flows directly from each connected computer to every other connected computer (see left). Each player sends information to every other player about what he/she is doing, and steps are taken to ensure that every player uses this information in exactly the same way to produce exactly the same results. It is necessary that every peer agree exactly about what happens in the game because there is no authority to perform corrections.
Game Examples
The client/server topology is typically
used for first-person shooter games, such as the Quake series, Half-Life and Battlefield 1942. It is also sometimes used in vehicle simulation games. For example, in Battlefield 1942 you can control tanks and planes.
The peer-to-peer topology is typically
used in real-time strategy (RTS) games, turn-based based games, simulation games, and sports games. Examples of games that have used this kind of topology are Starcraft and MotoGP.
Negatives of peer-to-peer
Does not scale well (< 16 players on DSL)
Responsiveness determined by slowest peer (good for RTS and games where latency can be disguised
So, on their own fucking website they say that shooter games should be SERVER based games. They point out 2 reasons why P2P doesn't work well in shooter games...and, yet, COD used P2P.
Total fucking BS.