Thanks for explaining. I think in the past, PES used to indicate the connection quality of a host? I don't seem to see that in PES14 anymore.
Is it true that in p2p gaming, the host experience less lag? I've hosted games where I felt an incredible amount of lag, but it seemed like the other person was playing fine.
Should be; you are the one giving out the data and receiving the data anyway. It really depends on the netcode though; it's quite complicated. Try googling client-side vs server-side for fps games for example; both can apply to dedicated servers and P2P. Server-side means that the server is the one saying who got hit, meaning the guy with poor connection will lag while everyone else is hitting a guy who isn't moving; while client-side means that the client is telling the server that you hit someone, which means you can get those 'you kill each other at the same time' kinda thing even though, in real time you shot the guy first, but have worst internet connection. Both configurations have it's advantages and disadvantages. That's only one example though; like i said it's pretty complicated.
They probably found the visual connection quality info pretty redundant, as the netcode automatically makes the guy with connectivity the host anyway. The only games that use that visual cue are ones where you can control who is host; usually ones with lobbies and rooms. Isn't the new teamplay feature for pes having that kind of format anyway?
P2P isn't all that bad, there are actually quite a few pros compared to dedicated servers; it's just that P2P is unreliable because it depends on the host. Either way; while PES has no dedicated servers, their netcode is probably quite terribly designed and optimized; hence why so many people have problems.
Don't take my word for it though; i'm just a third year student in mechatronic engineering; so i only know the jist of it haha.
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