While p2p works for most people, dedicated servers would work for even more people. So stop defending p2p and it's problems. It's not your job to defend a companies descisions. It's your job to defend the consumer.

South America

Very likely you're getting connected to NA servers.

Also play CS with 150 ping +. Your hit registration is all over the place. Actually hitting someone takes a while to register.

Instead of directly sending data through the host you send data to server which then processes it and displays it to the other players. This is ALWAYS the better option when everyone has a good connection. If you wanna make a game that visually always looks fluid you go P2P.

I'm not talking about Input lag directly on the users end in the sense of "You press the button and it takes longer for your action to come out tha normal."

This won't be the case. What will happen is, like I said, you perform your action, but visually it won't be represented until after short time. Of course this is only the case for people with bad connections and building your game around them is usually a bad idea if you wanna make your game as competetive as possible.

Truth is though that visually p2p will give you a smoother experience if you have a bad connection, and Ubisoft might consider that more valuable. (If you agree or disagree on that is a different discussion, I didn't bring my personal opinion into this.)

Like I said, I'm not disagreeing with Dedicated Servers being the better option, I'm simply saying that there is reasons why a developer might chose P2P over Dedicated Servers. Fighting Games have been doing since.

/r/forhonor Thread Parent