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Anonymous /vg/528973040#529049413
6/27/2025, 8:15:38 PM
>>529047150
Most games do not use actual peer to peer because it's a headache to sync states and prevent bugs.
What they do instead is set one player as the server (usually the guy with the fastest internet) and have him handle all the server logic.

Back when I did networking we had a limit of about 10kb/second of upload for the server. Every player needs to be synced with every other player by the server (n-1). If you had 4 players (including the server) in the game:
-4 players * 3 states/network tick = 12 states
-10kb / 12 states = ~833 bytes/player

You can see how this would become a disaster as you add more players.
-100 players * 99 states/network tick = 1 byte/player

A vector (position) is about 12 bytes btw.

This is obviously a gross simplification as you don't need to update everything every network tick but there is a reason most "peer to peer" games max out at 24 players.