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With 4 players, the host needs to send information on 3 players to 3 players = upload overhead 9
With 5 players, it is 16, with 6, 25.
On the DSL line I had, my barrier was 2-3 players, on the release version of Spintires, I simply did not have enough bandwidth to host 4 players. For quite a few players, 4 was borderline, the game would start fine but then develop lag, until Pavel simplified the syncing and reduced the communication overhead--after that, we encountered few games that suffered from lag.
So, as a game dev, you need to choose a number that works for most players, or they will complain and insult you. It's not a magic barrier, it's a trade-off.
Ok I understand. Well to be honest thinking about that I realise that more games have 4 player max in coop :)