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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.