Quantcast
Channel: Community: Message List
Viewing all articles
Browse latest Browse all 16610

Re: What happened to the Dedicated Servers we were promised?

$
0
0

titanfall dedi's have been great I live in Minneapolis and when I connect to the game the ping is never higher than 35ms lowest I seen was 21ms in the north central servers. With less people playing on x1 you will see more lag because they are combining players from Europe with people from the states. as for dedicated servers I never believed activision they stress "listener servers" from the wiki page you can see this is just a p2p service in all reality. that's why you still see shoot first and die.

 

 

Listen server[edit]

Listen servers run in the same process as a game client. They otherwise function like dedicated servers, but typically have the disadvantage of having to communicate with remote players over the residential internet connection of the hosting player. Residential connections rarely support the upload requirements of games with many players; the typical limit is 16. Performance is also reduced by the simple fact that the machine running the server is also generating an output image. Furthermore, listen servers grant anyone playing on them directly a large latency advantage over other players ("host with most") and cease to exist when that player leaves the game.[1][3]

But listen servers have the advantage of being essentially free and not requiring any special infrastructure or forward planning to set up, which makes them common at LAN parties where latency and bandwidth issues are not a concern. They are also common in console games.

 

 

Dedicated server[edit]

Dedicated servers simulate game worlds without supporting direct input or output, except that required for their administration. Players must connect to the server with separate client programs in order to see and interact with the game.[1][2]

The foremost advantage of dedicated servers is their suitability for hosting in professional data centers, with all of the reliability and performance benefits that entails. Remote hosting also eliminates the low-latency advantage that would otherwise be held by any player who hosts and connects to a server from the same machine or local network.[1]

Dedicated servers cost money to run, however. Cost are sometimes met by a game's developers (particularly on consoles) and sometimes by clan groups, but in either case the public is reliant on third parties providing servers to connect to. For this reason, most games which use dedicated servers also provide listen server support.[1]

Dedicated servers are inefficient for games which only support low player counts (e.g. a RTS game typically played 1v1).


Viewing all articles
Browse latest Browse all 16610

Trending Articles