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....With peer to peer, in this situation, you would not get taken out because ass soon as you get the connection back, the car behind will get the updated position from his pov. He will just lag backwards on your screen, but not hit you.
SmiX said:There are a multiple ways how dedicated servers works, but possible problems are limited only to the bad connected cars. Servers are not only sending data from other cars and updating their positions, they can also count the physics and everyone in the game see the same game, they are also able to see that connection spike happens (two way connection) and they can make that car transparent. That way all people can race without problems, everything is pretty synchronized and everybody has the same race/game experience.
I disagree. It will also cause a lot of
lag. Because until you get the calculated data from the server on any incident,
your client still has to simulate on it's own what happened. This can and will
cause teleportation of your own car aswell any other car. With a dedicated
server you still won't see the other cars where they really. The data you get
from other cars will always be „outdated“. But now, do you want your
input to be outdated as well? What I mean if, for example, you brake, the input
does not go to your client, but it is send straight to the server, calculated
there and then send back to your client, and then your car starts to brake. You
can imagine that this would be horrible to drive. And the further away from the
server you are, the bigger the problem would be. You would have to make inputs to
the game long before you can see/hear that you need to do so. Imagine you get
tabbed at the rear a little at the exit of a corner. How should you catch the
rear again ? You can only do input based on what you see. But the problem
here, the input you make is not aligned with what you see. What you see is not
happening right now, it already happened. The input you give is not done right now,
but in the (close) future. This would limit multiplayer massivle. If you’re not
sitting right next to the server you wouldn’t be able to play multiplayer at
all, it would be undriveable.
So to make it driveable, the client would have to take
your inputs straight away and simulate it on it’s own without having the server
to calculate it first. But like this, you would have 2 calculations(that can
affect you). And what happens when the 2 calculations do not align? Exactly,
teleporting! Example: You get tabbed in the rear at the long right-turn at
china leading onto the long straight. Becasue your client only has „outdated“
data on the other drivers, your client might not register the contact, making
you think „all fine“. Now
as server and client have 2 different calculations, the server will get „right“.
Until the data that you’re spinning out is send to you, you
still drive the corner normally(input: turning right and probaly full throttle)
with the „wrong“ data made up by your client. Then, when the correct data has
reached your client, your car will just teleport and you find yourself in a
spin, and with the input you still give at that very moment the outcome will
even get worse…
Having 2 calculations (that affect you)
can and will cause teleporting of not only other cars but your car aswell. it
will have the same desync going on like there is with peer to peer, plus it
will also teleport your own car.
For those reasons, with the current form
of multiplayer we have, I prefer peer to peer. Your car will not teleport, you
have no further input-delay for server doublechecking, and you are not limited
to live right next to the server to have a driveable multiplayer… When i have
to chose between only other cars lagging and other cars plus my own car
lagging, then I always would chose the former. My personel opinion, but i think
it makes it more driveable for everyone.
Just think about it, when you would have
a player in the lobby who sees his own car lagging around on his screen. He(or
she) might be the nicest and cleanest driver in the world, but when his car
lags around on his screen, his moves would be so unpredictable for everyone
else that he would take out so many people. So in this case peer to peer make it more
playable for everyone in that lobby.
Further, i think codies are more
interested in making it best possible to race other people all around the
world. It wouldn’t make sense to them to limit players and even excluding
people from playing multiplayer. That’s why i guess peer to peer will never
disapear… Whether you like it or not.