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The listen-server mistake we see most: sizing the host by download speed. The host uploads the world to every other player, so upstream is the limit, and residential upstream is usually about a tenth of the number on the ISP's ad. What else caps it... #gamedev #unity3d #indiedev

Input exchange scales badly past a handful of peers too, so large sessions and persistent worlds push toward dedicated servers. Host advantage is architectural: it cannot be patched out after launch, which matters the moment ranking or money rides on a match.

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