Going back through all of the Killzone: Shadow Fall posts we’ve done so far, a lot has been talked about regarding the multiplayer, frames per second, and more.
In a recent Q&A at Eurogamer Expo, Lead Designer Eric Boltjes answered a whole bunch of questions (the video is below) that re-capped most of what we’ve covered (via Killzone.com), while also explaining the network structure for the online multiplayer:
Killzone: Shadow Fall has dedicated servers hosted in various regions around the world. These servers do not run the logic of the game – they only act as a hub between the clients, forwarding network traffic from one player in game to all other players in game. This allows people with a slower connection or strict firewall settings to play without issues. Almost all logic relating to you (e.g. moving, shooting and taking damage) runs on your local PS4, with only a very small portion of the game logic (i.e. mission/scoring logic) running on the ‘session master’, one PS4 in the game selected for its connection quality.
Killzone: Shadow Fall releases on November 15th in the US/Canada and November 29th in many other PS4 launch countries.
Are you glad that people with slow connections won’t hamper your overall online experience? Let us know in the comments below.