Bethesda tells us why ANZ will be first to Battlecry's beta!
Battlecry Beta First in ANZ!
We check out the fast-paced third-person Xbox One exclusive Sunset Overdrive to see just what it has in store.
Sunset Overdrive Reviewed
We take a look at Firaxis' sci-fi take on the Civ universe
Civilization: Beyond Earth Reviewed
We sit down with Blizzard's Ion Hazzikostas to talk all things World of Warcraft, including upcoming expansion Warlords of Draenor.
Talking Draenor with Ion Hazzikostas
Post by Dan @ 03:50pm 08/08/14 | 0 Comments
A lot of technical discussion on videogames centres around content and aesthetics -- the visual fidelity of the cinematics, the fluidity of animations, polycounts, framerates, narratives, character development, etc, etc. But despite being a vital part of any online multiplayer game, networking architecture doesn't tend to get much air time.

In part one we described what dedicated servers are, and their advantages over player-hosted, peer to peer alternatives. But not all dedicated servers are created equal, so going further this time, we explore the differences between closed and open server models used in multiplayer games. Read on for Part 2 - The Difference Between Closed and Open Server Models



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