Multiplayer Question (P2P/CS - differences)
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when starting our first mutiplayer-flight with 4.33 a few days ago i notices the shortcuts P2P and CS behind the various player names that were listed in the lobby.
while i can imagine that these shotcuts stand for peer-to-peer and client-server, i neither know exactly what they are implying nor on which config or settings they are based on.
What is the difference? What is better? Is it ok if there is a mix of both in a multiplayer session with 10 pilots or does it lead to instability?
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P2P is best, it means this client can talk to any* client directly without going through middle man host. CS would mean that client is only able to talk to host, so talking to another client it must go client1->host->client2 instead of client1->client2.
*any client which is able to connect with other P2P clients.
Investigate port forwarding issues with any client labeled CS.
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thanks for the quick reply.
but your answer brings up another question: if p2p is best and all pilots are able to communicate p2p, is the rule “server upload-BW > client-BW x #clients” still valid? and if yes, why?
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Because every client may be talking/listening to server at the same time. Server hosts most of the data and AI. Client data I/O for one airplane is pretty small compared to a whole campaign. If “server hosts all AI” setting is off it may reduce server load by using more P2P communications but it is less predictable as the network is more complex.
There is always more data that can be transferred more often, Falcon scales the data rate by the allocated bandwidth. Sum of client BW is a promise by the host. If the promise is not met then bad things happen. I do not know what is the real “all Falcon can eat” bandwidth level.
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Because every client may be talking/listening to server at the same time. Server hosts most of the data and AI. Client data I/O for one airplane is pretty small compared to a whole campaign. If “server hosts all AI” setting is off it may reduce server load by using more P2P communications but it is less predictable as the network is more complex.
There is always more data that can be transferred more often, Falcon scales the data rate by the allocated bandwidth. Sum of client BW is a promise by the host. If the promise is not met then bad things happen. I do not know what is the real “all Falcon can eat” bandwidth level.
Thank you for this. And this is why small BW in connection settings can make weird things hapen (campaing gets messed up, losses are not right in roster etc…)