> On 14 Jun, 2020, at 12:15 am, Michael Richardson <[email protected]> wrote:
> 
> They claim they will be able to play p2p first person shooters.
> I don't know if this means e2e games, or ones that middlebox everything into
> a server in a DC.  That's what I keep asking.

I think P2P implies that there is *not* a central server in the loop, at least 
not on the latency-critical path.

But that's not how PvP multiplayer games are typically architected these days, 
largely due to the need to carefully manage the "fog of war" to prevent 
cheating; each client is supposed to receive only the information it needs to 
accurately render a (predicted) view of the game world from that player's 
perspective.  So other players that are determined by the server to be "out of 
sight" cannot be rendered by x-ray type cheat mods, because the information 
about where they are is not available.  The central server has full information 
and performs the appropriate filtering before replicating game state to each 
player.

Furthermore, in a PvP game it's wise to hide information about other players' 
IP addresses, as that often leads to "griefing" tactics such as a DoS attack.  
If you can force an opposing player to experience lag at a crucial moment, you 
gain a big advantage over him.  And there are players who are perfectly happy 
to "grief" members of their own team; I could dig up some World of Tanks videos 
demonstrating that.

It might be more reasonable to implement a P2P communication strategy for a PvE 
game.  The central server is then only responsible for coordinating enemy 
movements.

 - Jonathan Morton

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