This is a P2P system. If the selected host in your fireteam has latency issues, you will have issues.
It might be your ISP or your signal routing(which is out of your and ISP's hands).
When your signal leaves your house, your "advertised" speeds go out the window.
Here's why:
Your wired so that's a copper connection (maybe even fiber). The signal leaves your house on this and goes down the road to a pedestal.
From there its most likely copper to the Central Office. From this point on, it's anybody's guess.
It leaves the CO on copper, fiber or RF. It travels to the destination on copper, fiber or RF. This step is where latency(most wrongly think this is lag) rears it's ugly head. Latency is delay.
Your signal that left your house on copper get muxed and demuxed all the way from you to the "server". Your signal also gets converted from electrical(copper) to RF and/or optical(fiber) all along the route. Every conversion and mux/demux along the path induces latency.
Quality of Service settings that are determined by a dozen providers along that route also create latency - traffic is prioritized based on the providers settings not yours.
Your path to the "server" changes on a daily basis. Telcom equipment is typical set up to route your signal via the quickest route. If a site your signal passed through yesterday is down today, your signal will be sent to a different site.
The same thing happens with dedicated servers - traffic is traffic. A dedicated server would not fix latency issues.
I would guess Bungie's design is solid. They can't control latency. Service providers pull their hair out trying to solve latency issues. I spent 3 months living in a camper that was parked at a cell site 20 miles out in a National Forest chasing latency issues.
Bungie's design is going to be a game changer. They are simply ahead of their time. Technology needs to catch up with them.
Several edits due my not so smart phone's autocorrecting and getting it wrong.
English
#destiny2
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3 RepliesEdited by jnikoley: 11/24/2018 5:17:08 PMIt’s not just P2P. Destiny 1/2 use an activity host and physics host that run in the cloud. Until recently, cloud based servers were too slow for anything but turn based games. Bungie has done an amazing job getting it to work as well as it does, but it’s still relatively shit compared to traditional P2P or dedicated servers. Edit: Bungie gave a presentation on Destiny’s netcode at the GDC before Destiny released. The only thing that has changed is that the physics host is no longer run by a player machine, but instead runs in the cloud. https://www.gdcvault.com/play/1022247/Shared-World-Shooter-Destiny-s
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Edited by Locker: 11/24/2018 6:31:53 PMI’m not going to sit here and explain why I don’t have time to explain why your wrong . Your just not correct on most of your points . This system isn’t ahead of its time its old and has been around for some time now . There’s one main thing you forget to mention in your defenses of an Shiite system . Broadcasting the client ip. On top of an ridiculous string of incoming and outgoing connections for multiple tasks. Leaving way to many paths for errors and issues . You obviously don’t understand that concept and well there nothing more I can say. Other than have a true dedicated server system for destiny would solve the majority of the the problems we face while playing destiny .
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10 RepliesYet most other games work as intended