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Forums - Sony Discussion - Killzone: Shadow Fall’s Online Multiplayer has Dedicated Servers (aka Cloud)

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ethomaz said:
Legend11 said:
Umm, take a look at the following link and tell me it doesn't sound exactly like what is being described in the original post. It's basically what every 360 multiplayer game without dedicated servers uses.

http://www.gamedev.net/topic/553269-how-do-peer-to-peer-games-work/

I will remove the logic part at fist place.

P2P = A player is a host that receive data from all players and send data to all player... is act like a hub for all players.

Dedicated server = A server receive all data from all players and sent data to all players... the server is the hub for all players.

There are a big difference here.

Now where you put the game logic is what make your dedicated server from another dedicated server... most games (if not all) uses a mix... most logic is calculated local in their own machine and some logic is calculated on the server.

The only dedicated server that calculates all the logic in the server is the the streaming servers like Gakai.

Killzone: SF is calculating the logic in the local machines and using the dedicated servers to route the trafic between the players... one of the players is choose to update status (not interferer with the gameplay because you don't need low latecy to update status)... it is not P2P.

It is something like Killzone 2... Killzone 3 is P2P only... and not CoD didn't have dedicated server on 360... Battlefield 3 have like Killzone 2 and SF.


It's not P2P (I never said it was) but as I've stated this is the setup that most games use on 360 that don't have dedicated 24/7 servers hosting the game. It's what some people have been erroneously referring to as P2P when they bash it and Xbox Live for using it. 

Also the thread title is very misleading since it's not what Microsoft is referring to with cloud gaming (servers that are doing more than just passing traffic between consoles and figuring out which gamer's console is currently hosting the game) and it's not what gamers are talking about when they say "dedicated servers" since they're obviously talking about dedicated 24/7 game hosting servers.



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ethomaz said:
MB1025 said:

It is funny after reading this thread and knowing that these are not true dedicated servers. They are proxy's, but nice try.

You know Proxy are dedicated servers lol.

Anyway it is not a P2P scenario... your client sent data to the server and not to another client.


And it isn't a true dedicated server. It is a hybrid. But again nice try.



MB1025 said:

And it isn't a true dedicated server. It is a hybrid. But again nice try.

Hybrid? If you don't have direct connect client to cliente you don't have P2P.

You can disscuss how is good or bad the dedicated server implemented by GG but says it is something hybrid or anything close to P2P is bullshit.

There is no suck thing like "closer to P2P" or "hybrid P2P"... of it is P2P or not... P2P is related with how the data traffics in the network.



Legend11 said:

It's not P2P (I never said it was) but as I've stated this is the setup that most games use on 360 that don't have dedicated 24/7 servers hosting the game. It's what some people have been erroneously referring to as P2P when they bash it and Xbox Live for using it.

Also the thread title is very misleading since it's not what Microsoft is referring to with cloud gaming (servers that are doing more than just passing traffic between consoles and figuring out which gamer's console is currently hosting the game) and it's not what gamers are talking about when they say "dedicated servers" since they're obviously talking about dedicated 24/7 game hosting servers.

Cloud is just my joke of the day... but that not means that the word Cloud can't be used here... in fact it can



"A dedicated server is a single computer in a network reserved for serving the needs of the network. For example, some networks require that one computer be set aside to manage communications between all the other computers. " DEDICATED SERVER = CLOUD, just a new name for it. There's different dedicated servers also, some can 'run the game' without any graphics or local user, a fast PC dedicated to the game, with clients connected over the net. This was done in the Quake days, you would start a dedicated server on a PC, it would only show text, it would run the game, there would be no local player.



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Legend11 said:

Umm, this is basically what every 360 multiplayer game without dedicated servers uses.

http://www.gamedev.net/topic/553269-how-do-peer-to-peer-games-work/

Could you ask MS to use the power of da clouds to improve the 360 graphics too??? Surely the mighty Azure and its 3x power of X180 can help da 360???? You obviously pay Gold subs so utilising da cloud should be no problem?

You seem quite broken coming out with that statement??? What did you expect da cloud to do for the X180????



Check this out
http://wccftech.com/ryse-downgrades-show-real-power-xbox-one-ryse-ran-pc-e3/

Something i've been saying for a long time!



From gofreak ( a developer ) on Neogaf

These are dedicated servers.

What you're trying to put your finger on is the difference between 100% authoritative servers and partially or non authoritative servers.

Most games that use dedicated servers fall into the latter camp, as does KZ. 100% authoritative servers are not appropriate for every type of game and can introduce lag.



Dedicated servers is now known as the Cloud. God, and I though 'Apps' was utter bullcrap.



Hmm, pie.

Good to hear, hopefully the majority of first party games from Sony have dedicated servers, I'm looking at you Uncharted 4 :)