![]() |
![]() |
|||
![]() |
||||
![]() |
||||
Frequently Asked Forum Questions | ![]() |
|||
![]() |
||||
![]() |
![]() |
|||
![]() | ||||
![]() | ||||
Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
![]() | ||||
![]() | ||||
![]() | ||||
![]() | ||||
![]() | ||||
![]() |
That's the idea, actually. You can't have lots of enemies on an asynchronous networking model with peer-to-peer because the host's upstream connection won't be good enough. Microsoft's Azure servers are astronomically better in this department.
You'd still be screwed when your own connection cuts really badly, but if they don't care about requiring always online for SP/coop content...
The idea stretches plausibility a bit, but it's not that ridiculous. Having lots of networked AI on a smooth networking model is one of the few things that this "cloud" bullshlapskie might actually give worthwhile results for.