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Honestly, it would be amazing if they would stop trying to do pvp balance and just fix the damn game.
Just because it is p2p does not mean there is no netcode.
Their priorities are really weird.
It's weird because when I host we have completely fun lagless games. My brother and I have virtually the same PC because I built his so I can also hop into his games and he lives in another state. I also host with strangers and they aren't lagging out. Then when I go to other peoples worlds they are so horribly lagging and everything is insanely bad. I might just have a magic computer build.
I think also it also has to do with not only hardware but peoples connections. For some reason I think a lot of people use WiFi for games which blows my mind that anyone would play over WiFi lol.
It's not about p2p in itself.
Your connection to the other player could be 80 MS, but if the multiplayer and game itself is coded like ♥♥♥♥, you could easily add another 60 MS between yourselves.
Another thing: If the game is played on a potato computer (less than a perfect 60 frames per second), that will also add some lagg.
Packet drop is also a very bad thing, when a packet is dropped, everything freezes as compensation to await the next packet instead of the connection being dropped outright. This is what Lords of the Fallen does. This is basically what every P2P game does.
So when you encounter someone on the McDonalds Wifi. Boom freeze!
The difference between p2p and S-C is that S-C is the authority on what happens, and usually also are dedicated to only calculations, which is then sent to the clients to render.
Lag prediction is a big reason why things appear smoother on S-C, as can be seen when you play on a S-C game that does not have it, people appear to teleport or even rubberband occasionally.
Meanwhile in P2P, Not only does the game have to be rendered, physics also need to be calculated and then sent between the computers. The reason why it's extra bad in Lord of the Fallen is because they essentially turned the host into a server. Which is why the hosts don't really lag at all while any sunbro or invader is at their mercy (computer specs + packet drop rate + distance + netcode). In DSx and Elden Ring, this burden is shared so the host does not have a total say in everything.
Add to that some ♥♥♥♥ coding and you have Lords of the Lagged.
With proper ping filtering (which should include a packet drop test) and a properly coded netcode and highly optimized physics calculations, p2p is fine for fighting games consisting of about max 8 people.