P2P gaming like CoD4 (on XBL or PSN) places more burden on end user networks than dedicated server gaming like RFOM. So it should not be surprising to see inconsistent results among different ISPs.
I'm willing to bet that CoD4 isn't P2P on either 360 or PS3 [edit: at least, the latency critical stuff shouldn't be!].
I'm willing to bet that CoD4 isn't P2P on either 360 or PS3 [edit: at least, the latency critical stuff shouldn't be!].
I'll take that bet. First, IW doesn't hide p2p nature of the game (on consoles at least).
Second, it's not even clear CoD4 bothers to send noncritical stuff (such as stats) to a server.
Third, when I'm behind a reguler NAT without any port forwarding, I'm unable to host a game.
Skrying said:Really? I know the Xbox 360 has a pretty low limit. Where as dedicated servers on the PC version often have 50 player limits, and most of the popular servers have around a 32 player limit or so. I also don't think its a rendering power issue for the console versions, just latency.
Which is still called p2p.I simply don't believe you'd use P2P for a FPS when you're talking about 8, 12, 16 players. You'd pick one player to host the game and make everyone else a client, just like Halo 2 and 3 (and countless other Xbox live games).
Wrong, p2p simply means absence of a centralized server, it doesn't put any constraints on communication between peers, meaning symmetry and balance are not required.P2P would mean that even the player with the worst upload would (try to) upload roughly as much data as the best uploader.
Have IW actually described how their network code works, and confirmed that every player sends their game state data to everyone else, and that every player has to synchronise with every other player?
YesIf clients trying to connect to a host can't see the hosts ports I'd guess that could stump hosting attempts ...
Which is still called p2p.
Wrong, p2p simply means absence of a centralized server, it doesn't put any constraints on communication between peers, meaning symmetry and balance are not required.
It's a fumbling of terminology. Casually, P2P implies everyone is playing, and one of them just happens to be the server. A dedicated server implies that the server is not actually playing the game, only acting as a host.
Nah, P2P means no one is the server, rather all connections are peers in determining the game state, like we had back in the early days of network gaming. Modren games use client/server networking, though the vast majorty of 360 games use listen servers rather than dedicated ones.It's a fumbling of terminology. Casually, P2P implies everyone is playing, and one of them just happens to be the server.
How do you figure that?
chespace said:We've been hearing feedback from users who are experiencing connection issues with Forza 2 over Xbox Live. Here's what may be happening and how you can try to isolate the problem to find out what is keeping you from playing online.
Try plugging your 360 directly into your cable/dsl modem and see if that helps. If it does, then your router is definitely to blame. Try swapping your router with a friend’s or try buying a new one (and return it if it doesn’t help). Routers are cheap $30 so it might be worth it.
So you can play the Halo 3 Beta but you can't play Forza 2 - why? Because the game uses a peer-to-peer topology where each player must be able to connect to every other player. In games like Halo 3, there is a client/server topology in use where everyone only needs to connect to the host/server. In addition, client/server games can use heuristics for picking hosts who have “good connectivity” to other players (generally speaking) and so there is much less chance of not being able to connect to a game. FM2 is more straightforward. Anyone can host, and they may not have the most unrestrictive router so anyone who joins that session is subject to that restrictiveness. If two people have the same restrictiveness, then there is a good chance they won’t be able to connect to each other. If your router is very restrictive, then you will have a very hard time joining races where if even *one* player also has a restricted NAT, then you won’t be able to connect.
So what does this mean? The bottom line, in these cases, the router is 99% the likely reason for your connection problems.
My NAT says “Open” but I still can’t play online. What gives? It may say “Open” but there might still be some other things limiting connectivity. Again, try bypassing the router to see if that helps.
There were some posts from people on the forums about DMZ and port forwarding. Look into these alternatives to see if you can get a better connection.
Try upgrading your router’s firmware. Call the router’s customer support if you don’t know how to do this.
Try hosting a game and see if people can join *you*. If you do have NAT issues, then others without NAT issues should be able to at least join you. Of course anyone else with a similar NAT configuration to yours probably won’t be able to join you, but you’d be on the inside looking out so to speak.
If bypassing the router does not work, then it might be your ISP to blame. Try contacting the ISP to find out what restrictions they might have on their connectivity.
Best of luck to all those who are having trouble connecting.
Nah, P2P means no one is the server, rather all connections are peers in determining the game state, like we had back in the early days of network gaming. Modren games use client/server networking, though the vast majorty of 360 games use listen servers rather than dedicated ones.
Fortunately I'm still good at googling (and it helps of course that the very helpful post is still up there ... che is great. He's the best thing about Forza)
http://forums.forzamotorsport.net/forums/thread/232491.aspx