>>719075336
If something in multiplayer works on 2 machines it works on ALL machines. Me telling your game to put a portal down just means your game and my game simulate the physics for the portal on their own.

A game running on a dedicated server (i.e Deadlock) will just send networking packets correcting any sync errors on its own simulated instance of the portal. In multiplayer, the amount of players you are sending data to effects the performance the most, the calculations in between, largely do not matter as much since it will always calculate data in between.

So no, portals in multiplayer aren't as impressive if it's in the same engine as portal 2, since the multiplayer aspect does not strain the resources of the game.