It's covered by another patent "DYNAMIC PLAYER MANAGEMENT" by Masayuki Chatani and Glen Van Datta.Shifty Geezer said:Another concern is if a 'local' server gets switched off in the middle of a transfer, and an alternative will need to be found and the datastream picked up. That could add some very unpredictable lag I'd have thought. You won't notice in file distribution, but in online gaming you probably would. And with millions of users creating millions of nodes, these'll be getting disconnected all the time.
That section of the conference was told by Masayuki Chatani, the same person whose name is on the patent above. I think that tells something.Sis said:Interesting that everyone takes the P2P communication to mean some P2P topology. I assumed two things about this slide from E3: A) It was put together by a PR person with minimal understanding of online gaming and B) P2P communication was about the communication part, such as chatting. You throw in the term "secure" to give it a nice buzz word feeling.
Seriously, this slide was one of the most ambiguous slides at E3.