I’ve come across these two terms in the salt mines, so I wanted to come here and get a non-saturated answer.
English
#Offtopic
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2 Replies[quote]What are Dedicated Servers[/quote] [quote]so I wanted to come here and get a non-saturated answer.[/quote] There really isn't a short answer to fully explain it other than a dedicated server makes the game more even connection wise for all the players as much as it is possible. Longer, more in depth version; Dedicated servers are the servers the game would actually be hosted by and all the clients playing the game on, [b]IF[/b] Bungie actually had game servers for multiplayer. They don't. They use an antiquated (read: OLD AND LESS EXPENSIVE) system called Peer to Peer. This means that the multiplayer game that you are playing is actually being hosted by (taking place on) 1 person's console or computer each player is temporarily connected to until the end of the game. The host is decided by the game servers to whomever had the best connection to all the other clients in that game. This is what they did throughout their time as the developers of Halo. It's a TERRIBLE way to have a competitive game shared across the internet with others, for the host system sees EVERYTHING before the shared clients connected to it. This means that the host literally has an unfair advantage in those games, for they get the benefit of seeing where you are before you see where they are (connection ping, speeds, and packet loss all withstanding). Their shots are out at you before and hitting you before you are even aware that you have been attacked. Now we're talking about time frames of mere milliseconds to possibly full seconds, depending again on connectivity. The biggest problem however is not the difference in who sees what first (when it's a decent connection). it is the ability of the host player to cheat if they are aware that they are the host. Back in the Halo days, there was something known as "host bridging". I do not know the full details of how it is done, but this meant that 2 players on 1 team would have a internet connection that "bridged" to each other somehow through their IP's in router settings. What it did was automatically default one of them to being the host of the game, even though they may not have been the best overall connection option for all the clients in that game. This made for exceptionally laggy experiences for everyone else in the game besides the host and their bridged counter part. It also allowed the host do shady things like "lag switching". This means that the host literally had an On / Off switch connected in their ethernet line, that they could literally stall out other players in the game, holding them virtually captive and unable to move while they killed them. They cheated their way to artificially inflated stats. Now, if a game is actually hosted on the game's independent servers, then everyone is connected to a "house" server that is managed by the game developer, not any outside client. This means that all the nefarious activity tried by hosts on peer to peer no longer had the capability to cheat in those fashions, nor had any unfair advantage in time. Everyone could play equally, as much as their IP connection allowed. It's not perfect, for there are still those at a disadvantage because of their IP, but it's still better than peer to peer by light years. [quote]Peer-to-Peter[/quote] That sounds like a WHOLE different topic, and I'm not going there.
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3 RepliesPeer-Peter is dudes sword fighting...
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Imagine raising your salt intake through respirating air through your lungs by first traveling to the place known as “The Salt Mines”, or in other words “#destiny2 on the Bungie.net forums” and then intaking air through the process of respiration that many land-faring animals including humans use to survive, then raising your salt level throughout your body as the air within the salt mine is filled with small salt particles due to the process of locating and “mining” salt going on throughout the location you chose to inhale.
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1 ReplyWell, you see, Peter had this friend... let’s call him John. Peter and John one day became a little more than just “friends.” They kept their forbidden love a secret, however, unsure of how the community would treat their mutual passion for each other. Years later, they both ended up marrying someone else, but they never forgot each other. This is why peer-to-Peter is so important.
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One way I've had it summed up is this. Dedicated servers for games work like Laser Tag. There's a central governance that registers things like "X got hit, current HP 5" immediately. P2P connections are more like Airsoft or NERF wars, where hits and the like are reliant on the player calling it
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Client-server networks are more reliable. Lag compensation is more consistent. You generally can run much bigger games because servers and generally more powerful than consoles and desktop pc’s. They are much more secure and harder to manipulate. So cheating is less of a problem. The downside is that they are more expensive, less flexible and less scalable than p2p networks.
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They refer to different ways of networking computers. “Peer to peer” (p2p) is a network were you connect all the computers in that network directly to one another, and the share the workload of running the game. P2p networking is less expensive, more flexible, more easily scalable. But at the cost of being less reliable, compensating for lag is more difficult and less consistent, and being easier to manipulate (cheating). “Dedicated servers” is gamer slang for “client-server” networking. In a client-server network all the computers a linked to—-and interact with—-a “dedicated server” that runs the game, then send information out to the client computers in the network. (Your console or pc.)
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Bump for answers