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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.

PS. There are more PS3 games using dedicated servers than 360 because Sony have more first-party MP games than MS... the third-party are equal in both consoles (if have dedicated server then they have in both).