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  1. #1

    any game that requires you to fiddle with your router is ******ed

    i have played a number of games that use the peer to peer system, none of them worked properly, even when you forwarded the required ports and set up a fixed ip. lotr bfme 2, company of heroes 1 and supreme commander 1. none of them have ever worked properly for me, despite me spending hours and hours fiddling with my router and reading various internet sites like portforward.com. even if you set up your stuff properly, who can guarantee you that everyone else will be setting up their stuff properly? fortunately, 99% of the games do not use peer to peer systems and fortunately they work properly. i dont understand how you come to the idea to implement such ******ed solutions into your game? do you people have a meeting and one of the guys says: hey, lets force our players to mess with their router and network settings, because that will make the game more appealing to players and make them want to buy more of our products? i have made it a point to find out if a rts game uses p2p before i buy it but i have never seen a fps game using p2p. i will make sure to check that in the future for any game no matter the genre.
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  2. #2
    GBE's Avatar Senior Member
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    p2p system? You mean that RainbowSix Siege runs on BitTorrent or TOR protocols?

    Because network infrastructure in this game is client-server based.
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  3. #3
    Perihellion's Avatar Senior Member
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    @fatmir19 +1
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  4. #4
    AI BLUEFOX's Avatar Senior Member
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    Originally Posted by TheNoobZMaster Go to original post
    p2p system? You mean that RainbowSix Siege runs on BitTorrent or TOR protocols?

    Because network infrastructure in this game is client-server based.
    The voice and squad make up is P2P. The match gets moved into the server to play when all the players are matched up.
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  5. #5
    hes not wrong at all.
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  6. #6
    GBE's Avatar Senior Member
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    Originally Posted by AI BLUEFOX Go to original post
    The voice and squad make up is P2P. The match gets moved into the server to play when all the players are matched up.
    Matchmaking is done on the backend, only VoIP is done by direct comms, and even that is questionable because uPlay voice chat is mandatory for voice comms to work in game.

    Originally Posted by UbiEpi Go to original post
    Online Backend (Backend): This is where the bulk of our online services run i.e. (Matchmaking, Ranking … etc), this is a centralized set of servers that all users are connected to, and acts as the backbone for all of our services.
    It was mentioned by Battlenonsense in his video about R6S netcode that connections to other players on the server are actually a bizarre thing because there's no traffic coming through and all clients are playing on the dedicated server. Those are just exposed IP addresses.
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  7. #7
    AI BLUEFOX's Avatar Senior Member
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    Originally Posted by TheNoobZMaster Go to original post
    Matchmaking is done on the backend, only VoIP is done by direct comms, and even that is questionable because uPlay voice chat is mandatory for voice comms to work in game.
    .
    I said "squad". The squad and chat are P2P, and I think you get transferred to the dedicated server when the matchmaking pairs the teams not when you're queuing before then.

    The same as a custom room using a dedicated server as far as I can tell.
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  8. #8
    Originally Posted by TheNoobZMaster Go to original post
    p2p system? You mean that RainbowSix Siege runs on BitTorrent or TOR protocols?

    Because network infrastructure in this game is client-server based.
    P2P has nothing to do with TOR...
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  9. #9
    GBE's Avatar Senior Member
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    Originally Posted by One-Rafoufoun Go to original post
    P2P has nothing to do with TOR...
    You're welcome to clarify that in PM. Here, on this thread, it will be off-topic.
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  10. #10
    AI BLUEFOX's Avatar Senior Member
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    No, clarify here, it's interesting. It may help everyone understand the difference between how connections are established and how data is transferred along that connection; that these are different layers in the Internet Protocol.

    The OP has raised a really significant point as it is beyond the knowledge of a lot of gamers what it is they need to do to their network in order to have a good experience on a game that uses P2P to join them together. It's in the general interest to expand the understanding.
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