Yes, yes, I'm sure most of you have heard the outcry of the PC gaming community's concern over Modern Warfare 2's use of P2P (Peer 2 Peer) hosted games. Effectively making one player run the server and the game at the same time.
This is done supposedly by running quick tests to see what each person's upload speed is.
However, the problem with this is that home internet connections do not have constantly rated speeds. They fluctuate & available bandwidth can change dramatically, especially if more than one person uses the connection at a time, or decides to use the connection after a game starts. Since there is no option to choose who hosts the game there is no way to avoid becoming the host, even if you know ahead of time you wont be able to host it w/o incurring lag on everybody.
Another recent example comes in the way of Comcast's new throttling system. If they detect you're using close to your upload or download capacity for more than 15 mins they will reduce it to 1/2 speed until your internet activity slows significantly for 15 mins.
see: http://www.theinquirer.net/inquirer/news/1050238/comcast-internet-throttling-running
Now imagine this, you join a game because IW.NET (or any P2P hosted game) determined a host. This host has enough bandwidth to support a multiplayer match, however during the match their ISP (internet service provider) throttles the bandwidth and suddenly they don't have enough bandwidth to support the game.
So everybody's accuracy gets screwed up, people start rubberbanding, people start getting DCed, etc...
With dedicated servers this would never be the case.
What do you all think? Are game companies pushing multiplayer in the wrong direction in the name of saving themselves $ to boost their profits?
This is done supposedly by running quick tests to see what each person's upload speed is.
However, the problem with this is that home internet connections do not have constantly rated speeds. They fluctuate & available bandwidth can change dramatically, especially if more than one person uses the connection at a time, or decides to use the connection after a game starts. Since there is no option to choose who hosts the game there is no way to avoid becoming the host, even if you know ahead of time you wont be able to host it w/o incurring lag on everybody.
Another recent example comes in the way of Comcast's new throttling system. If they detect you're using close to your upload or download capacity for more than 15 mins they will reduce it to 1/2 speed until your internet activity slows significantly for 15 mins.
see: http://www.theinquirer.net/inquirer/news/1050238/comcast-internet-throttling-running
Now imagine this, you join a game because IW.NET (or any P2P hosted game) determined a host. This host has enough bandwidth to support a multiplayer match, however during the match their ISP (internet service provider) throttles the bandwidth and suddenly they don't have enough bandwidth to support the game.
So everybody's accuracy gets screwed up, people start rubberbanding, people start getting DCed, etc...
With dedicated servers this would never be the case.
What do you all think? Are game companies pushing multiplayer in the wrong direction in the name of saving themselves $ to boost their profits?