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bet it dont stop you racing online multiplayer blaming people for taking you out. lol
if its wifi changing channels can give you extra mbps
I don't know a single game what needs more than 1Mbps up/down playing unless it wants to download assets "nonstop" so slower speeds would mean th eplayer needs to wait more to join a session after a map/track etc. changes .
But the actual usual online gameplay needed probably not more than a few bytes per seconds since MP exists on a network and I doubt it's changed much. I guess online MP in most of the games would be possible even with only 128Kbps. Latency and bandwith are two different parameter.
Latency is more important than the speed of your internet.. but in reality 12 down and 1 up are required for a smooth experience.. in most modern titles , sure 1Mbps up and down should in theory be good enough.. but in reality it's not.
Every game has different netcode .. it will to a degree be dependant on how many client updates there are every 60 secs .. Both Xbox and Sonys' minimum internet speed requirement for multiplayer is 3Mbps download and 0.5 upload with a maximum ping of 150.
1Mbps up and 1Mbps down may have been good enough 15 years ago .. but now the base standard for a good experience online is 12Mbps down and 1Mbps upload, regardless of what you believe.
\CPU is i7 6500 16Gb DDR4 ram; GTX950 with 4 Gb Vram
Internet is 1Mb down and .o6 up . Sad , eh . And this ADSL2 connection costs AU$ 60/month !
Microsoft and sony make those requirements so it will be "fool proof". The communication between the servers and the client is usually just bytes/seconds and not even kilobites I guess but there are a lot of background downloads/uploads going on with the recent systems the "average joe" user not even aware of so thats why they suggest higher bandwiths as minimum so under load games will still work .
In the past years games got bigger in size because of better higher quality assets (textures,models, sound quality, etc.) but the rest datas what need to be exchange during online gameplay between the clients and the servers are the same few "one and zero" I think so that means its the same amount of data as it was twenty years ago if MP worked fine with "64kbps" a decade ago than It must be working now also unless we went backwards coding online gameplay ehh.