urm, is it actually proven its P2P o.O
not to mention the massive bandwidth that is used during games through the hubs....
I mean right here ;
http://uk.xbox.ign.com/articles/372/372013p1.html
Quote:
250 xbox Live servers, 4 data centers, and 12 gigabytes/second of bandwidth in support of Xbox Live are all ready to go
most servers are 2tb in size, not to mention around 32 gb of ram amongst other bits....
and untill some proof surfaces its p2p then i have my doubts...
Some more reading
http://uk.xbox.ign.com/articles/360/360183p1.html
also
Yes this for the original Xbox live launch, but still :roll: it hasn't changed ;)
http://xbox.ign.com/articles/366/366944p1.html
quote:
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Just like in PC versions of Unreal, UC will be server based so that players from all over can join a game through Xbox Live. Better yet, you can host a game and have it password protected so you can facilitate clan games and practices. Through your Xbox you'll be able to set up your own "server" and leave it open for other players to join. Your console isn't actually hosting anything but through your Xbox you'll be clearing out space for your custom game on Xbox Live. You can customize the rules any way you want including weapons, winning conditions, player mutations, etc. The maximum number of players that can participate in one game is still to be determined. A combination of level size and complexity will determine how many players will be able enter a game.
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