PvP Massive battles

Traffic is not one person but the total traffic of ALL users simultaneously playing.
Will there be traffic in one place or 100 different.

What all users are simultaneously connected to is a single back end that does the matchmaking or its equivalent, and also manages the overall persistence, but that back end is not under the stress of real-time data such as players' transforms, control inputs, voice data etc. The back end is rarely if ever the bottleneck of how many players can interact with each other in close proximity.

As for the real time session; It is extremely rare for the entire userbase to be sharing a single session server machine. Typically there are entire server farms in different geographical regions. A single [real time session] server machine may be hosting multiple simultaneous sessions but only up to a limit defined by the developers, up to the server's capabilities which are known beforehand, unlike user devices (or their home networks). A single session typically has a handful of players and the limit of players per session varies due to several parameters, but the amount of overall data transmitted in a session is never lower in a P2P architecture than in a server-based equivalent.

For an equal amount of interacting players, in P2P you have n(n-1) bidirectional streams, in server-based you have one server with n bidirectional streams, and then you have n players, each with only one bidirectional stream. And the connection to the back end of course but that's peanuts.
 
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