And it is also why many posters - who I suspect of being aligned with the developers - say they don't want features or game aspects that are resource heavy on the P2P client instancing model...
Makes perfect sense.

And it is also why many posters - who I suspect of being aligned with the developers - say they don't want features or game aspects that are resource heavy on the P2P client instancing model...
If only ISP's actually delivered the linerates they promised and got rid of datacaps, traffic shaping, throttling, preferred peerage. If only the comms companies actually invested in infrastructure. If only every internet-connected device was on a secure fibre channel. If only we could change the speed of light.
Until then - you can absolutely bet every penny you will ever earn that every man, his dog, and it's fleas will mess with their connections to gain some benefit over a competitor.
Yes, the fiber for everyone
OP is either suggesting somehow FD change the laws of physics
p2p design is up to fdev infinite greed and bobbleheads. P2p design is wrong for real time multiplayer and this has been known for many years.
If games like Battlefield 3/4 can handle 64 players with all bullets and environmemt destruction at an average of 100ms then ED should be able to handle two players in one instance with 100ms as well but not 2000. There is no slider.
It simoky is possible to play with more players together at a decent ping rate. The slider is more like a mathmatical curve and expanding the curve means (economical) growth. Frintiers muktiplayer slide is pretty small tho at this moment![]()
Still won't help.
LINK - Other side of the world to FDs servers on a single cable using optimal conditions and ignoring speed of light slowdown in a fibre medium ~133ms.
Realistically at 3,500KM away from FD my ping is around 150-200ms - so the OP is either suggesting somehow FD change the laws of physics or they exclude some people from the game as there's no amount of optimisation that can fix that*
EDIT:
*I am aware FD try to group people together from similar regions to help reduce latency for the P2P links which helps.
....One of the benefits of p2p .......
I think you will find the OP is not asking Fdev to change to laws of physics.
I challenge Frontier developements to provide a multiplayer experience with a ping of 100ms or better (less).\
SUMMARY
It's quite clear that you have no real understanding of networking.
Please purchase a copy of the TCP/IP Illustrated volumes and read them. Read them again. Then you will understand.
You have any idea how many full-time IT pros I've encountered over the last 30 years that can't get their head around TCP/IP and the 7-layer model?
I don't expect them to push the limits but get close to them. And I can tell with a good amount of certainty that 2000ms is not the limit![]()
Are you suggesting that Frontier find a way to push their electrons down the wires faster?
That is because no-one actually implements all 7 layers, its 5 at best in reality. But its a fun trivia question for when you interview people anyway.No he won't.
You have any idea how many full-time IT pros I've encountered over the last 30 years that can't get their head around TCP/IP and the 7-layer model?
Still won't help.
LINK - Other side of the world to FDs servers on a single cable using optimal conditions and ignoring speed of light slowdown in a fibre medium ~133ms.
Realistically at 3,500KM away from FD my ping is around 150-200ms - so the OP is either suggesting somehow FD change the laws of physics or they exclude some people from the game as there's no amount of optimisation that can fix that*
EDIT:
*I am aware FD try to group people together from similar regions to help reduce latency for the P2P links which helps.
No he won't.
You have any idea how many full-time IT pros I've encountered over the last 30 years that can't get their head around TCP/IP and the 7-layer model?