- Elem3nt 117
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Posted by: Switchfoot4
I think you are confusing terms. P2P would imply that everyone is updating everyone else with what they are doing. Host/client is clients sending what they are doing to the host, and then the host sends that information to everyone else. P2P takes up way much more bandwidth.
I wouldn't really define host/client as P2P, but yeah, it is peers sending info to peers, but in that case, P2P is a very broad term. But in gaming, P2P refers to what I said above. Everyone sends everyone info on what they are doing.
Halo CE, 2, 3, ODST, and Reach all use host/client networking.
Posted by: Elem3nt 117
Edit: Halo does use Peer to Peer, please look at Publications. That's not to say Client/Host isn't used. Will fix.
From what I understand, the way matchmaking works is by selecting a host (individual player with the best connection) and others are clients. If the host lags then the game is virtually unplayable. Even when there is a single person lagging in the game, disruption occurs. The way the players are organized for a game is based on peer to peer and that is essentially matchmaking. The system still has peers communicating with each other, specifically, clients communicating with the host and vice-versa. That's my primitive understanding at least.