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

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

Any server was always known as Cloud... lol.

4shared is a Cloud service... and it is only a dedicated file storage server... but for marking porposes is better to call "Cloud Storage"



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This is good news for KZ! now they should do cloud computing too.



YEAH BITCH, DA CLOUD.

Now, it's gonna be like, based on my assumptions that the intern speeds of the inner proxy layer are gonna get "highway'd" it's gonna be like the code is just going through the DTS flood gates much faster, like there is no rasterization of the shaders, not to mention physics, oh boy, those are just going to be much more realistic with all the bandwidth on the fus spring.

Bring it On!



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/

I was going to say this.  This isn't dedicated, this is P2P. 

Dedicated servers are where the server itself is the host.  Everything that is done from any player is first sent to the host, then to the other players simulataneously.  With a dedicated server being the host,  it's fair to everyone in the game.  You don't have one player who's the h ost and the information doesn't have to get sent to him so he already has more of a response time in game.

Also, not just 360, but just about all games on any console is P2P.  There are very few games that have dedicated servers.



kupomogli said:

I was going to say this.  This isn't dedicated, this is P2P.

Dedicated servers are where the server itself is the host.  Everything that is done from any player is first sent to the host, then to the other players simulataneously.  With a dedicated server being the host,  it's fair to everyone in the game.  You don't have one player who's the h ost and the information doesn't have to get sent to him so he already has more of a response time in game.

Also, not just 360, but just about all games on any console is P2P.  There are very few games that have dedicated servers.

There is no host advantage in this K:SF setup... all clients need to sent the data and receive the data from the server.

P2P you only sent and receive data to the client host.

The bolded part is what GG said about K:SF with exception of the batte stats... that will be made by one "master" client... batter stats didn't need to be refresed fast... kils and gameplay action yes and these are via server for every player.

If you want a example... K2 didn't have any avantage for the master player... K3 have advantage for the host player... play the two game and see the difference.... K3 is P2P... K:SF is like K2.



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ethomaz said:

There is no host advantage in this K:SF setup... all clients need to sent the data and receive the data from the server.

P2P you only sent and receive data to the client host.

The bolded part is what GG said about K:SF with exception of the batte stats... that will be made by one "master" client... batter stats didn't need to be refresed fast... kils and gameplay action yes and these are via server for every player.

If you want a example... K2 didn't have any avantage for the master player... K3 have advantage for the host player... play the two game and see the difference.... K3 is P2P... K:SF is like K2.

I know what P2P and dedicated is.  They need to word everything better because it can be taken either way.  P2P is one player is the host, dedicated is one server is the host.  They don't make it clear.

Killzone Shadow Fall has dedicated servers hosted in various regions around the world. These servers do not run the logic of the game – they only act as a hub between the clients, forwarding network traffic from one player in game to all other players in game. This allows people with a slower connection or strict firewall settings to play without issues. Almost all logic relating to you (e.g. moving, shooting and taking damage) runs on your local PS4, with only a very small portion of the game logic (i.e. mission/scoring logic) running on the ‘session master’, one PS4 in the game selected for its connection quality.

This right here sounds like the cloud does nothing but find and connect players together.  All games have a server in order to do this.  So that's nothing different.  Players aren't just going to connect to one another without atleast some server.  But it doesn't sound as if the server acts as the host.



kupomogli said:

I know what P2P and dedicated is.  They need to word everything better because it can be taken either way.  P2P is one player is the host, dedicated is one server is the host.  They don't make it clear.

Killzone Shadow Fall has dedicated servers hosted in various regions around the world. These servers do not run the logic of the game – they only act as a hub between the clients, forwarding network traffic from one player in game to all other players in game. This allows people with a slower connection or strict firewall settings to play without issues. Almost all logic relating to you (e.g. moving, shooting and taking damage) runs on your local PS4, with only a very small portion of the game logic (i.e. mission/scoring logic) running on the ‘session master’, one PS4 in the game selected for its connection quality.

This right here sounds like the cloud does nothing but find and connect players together.  All games have a server in order to do this.  So that's nothing different.  Players aren't just going to connect to one another without atleast some server.  But it doesn't sound as if the server acts as the host.

It is not a server list... in P2P after you get into the match all the players have direct connection with other player called host... in K2 or K:SF you will always conected to a server... no P2P connection.

The P2P part is for the game itself and not to get the player list in the server... that's every game do... P2P means when you are in the game you are directing connecting to a player host without any server between you two (or course you have the servers that make the internet works lol).

In K2 and K:SF you all players connect to a servers and this server manage the data sent to a player and other.

P2P

K:SF

That's why they said you won't have NAT or host player advantage issues... because you are connected to a server... if the "master player" lost connection the match continues without any issue... in a P2P if the "master player" lost connection the match ends or pauses until a new "master player" is choose because it is the host/server.

Real world example...

Killlzone 2 = K:SF
Killzone 3 = P2P



Okay, so what if I'm understanding this right,

All players pass info to the central hub, that central hub passes info to one ps4 to do the math, then that ps4 passes info back to the hub and the hub distributes that to all players. All this is done in a split second. Because all players have to connect to the hub there's no host advantage.





Ashadian said:
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????


I'm not broken up at all, I'll be playing Titanfall on real dedicated servers and having even more fun because of it.



Legend11 said:

I'm not broken up at all, I'll be playing Titanfall on real dedicated servers and having even more fun because of it.

That didn't make difference at all... you can play Killzone and have fun too... it is not real or non-real dedicated server that will change that... Titalfall is fun because the game and not servers.

Anyway there is no suck thing like "real dedicated server" and most os game logic run on local hardware and not servers.