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> A perfectly valid implementation is to mark one player as the “host”, meaning they run a fully authoritative sim, and the other players get treated as clients
by kllrnohj 9y ago
> A perfectly valid implementation is to mark one player as the “host”, meaning they run a fully authoritative sim, and the other players get treated as clients, and treat it as they would a server. Only the host needs full knowledge in that case.
That's still a client/server model rather than a peer to peer model. A major problem with that model regardless of platform is that it's very disruptive when a player drops, as you have a 1/8 chance of losing your host. This is also not D2's model.
> In reverse, a dedicated server doesn’t mean the clients have zero or limited knowledge. A naive dedicated server can simply send all the positions of every player every frame to each of the clients.
Of course not, but it's possible for a dedicated server to restrict the information it sends. It's not really possible for peer to peer to do the same.