Online Racing: P2P? Sony Server? What's going on here?

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jjaisli

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Does anybody know exactly what's happening when racing online? I first assumed, the online system in GT5 worked like in Prologue, where one person acts as the host and a P2P connection is created for every person who enters the lobby/lounge. But now, I'm not so sure. The fact that the host status can be transferred to a different person and the fact that even during races where (fixed host status) is selected, the host can leave his open lobby and the race can continue had me wondering. I don't think this is possible in a P2P environment (at least not while keeping the lobby open while the transfer takes place). Am I wrong here? Are all online lobbies actually being hosted through a Sony server?

I'm asking this question for several reasons. If online functions through a P2P connection, it would make more sense to have a centralized host and one with a good connection. And it makes the situation a bit tricky. Because if somebody else enters your own lounge before you do, than whoever enters first is granted host status. Essentially, this means you'd have to kick everybody out of your lounge in order to act as the host in your own lounge. (I just have trouble wrapping my head around this idea--in function and design, it makes no sense).

And if online events are hosted through a Sony server, in which case it wouldn't matter who enters the lounge first, are those servers centralized? Do they have race hosting servers on different continents? Does it all go through Europe? Or NA? Or Japan? And what determines which servers are used? By whoever enters the lounge first?

And if you select the option NOT to have a fixed host, I assume the host status is simply given to whoever opens the lounge and there after to whoever has the strongest connection, by whatever criteria the game judges, should the original host leave?

I'm basically looking for ways to maximize playability and minimize latency. From experience using other racing games that use a P2P system, unless everybody has good bandwidth, low latency and a NAT1 connection, it was almost inevitable that 1 or more people would end up having connection issues and be dropped from the lobby at some point--especially with 12~16 people in the lobby. And I've seen this happen in GT5 as well, leading me to believe that it IS utilizing a P2P system, as some players are simply 'incompatible' with each other, to put it in simple terms.

Does anybody know exactly how GT5's system works?
 
The online manual speaks to this subject, although in only limited terms. Mabye there is some information there that will help with the answer you are seeking.
 
Hmmm. Well, I didn't see anything that specifically answered this question. But maybe I need to search a little deeper. It may be hidden somewhere and I didn't pick up on it. If anybody else knows, please post it.
 
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