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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Neither Halo 2 nor Halo 3 use dedicated servers—that is, multiplayer matches in those games are not controlled from a server owned by Bungie or Microsoft. This is also true for Halo: Reach and Halo 4, however Halo 5: Guardians does use dedicated servers. Dedicated servers for Halo 3 alone would have been far too expensive; instead, a distributed networking model is used. In a distributed networking model, one Xbox keeps track of the game, and the other consoles rely on it to manage things like damage and spawns.

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  • Connection Host
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  • Neither Halo 2 nor Halo 3 use dedicated servers—that is, multiplayer matches in those games are not controlled from a server owned by Bungie or Microsoft. This is also true for Halo: Reach and Halo 4, however Halo 5: Guardians does use dedicated servers. Dedicated servers for Halo 3 alone would have been far too expensive; instead, a distributed networking model is used. In a distributed networking model, one Xbox keeps track of the game, and the other consoles rely on it to manage things like damage and spawns.
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dbkwik:halo/proper...iPageUsesTemplate
abstract
  • Neither Halo 2 nor Halo 3 use dedicated servers—that is, multiplayer matches in those games are not controlled from a server owned by Bungie or Microsoft. This is also true for Halo: Reach and Halo 4, however Halo 5: Guardians does use dedicated servers. Dedicated servers for Halo 3 alone would have been far too expensive; instead, a distributed networking model is used. In a distributed networking model, one Xbox keeps track of the game, and the other consoles rely on it to manage things like damage and spawns. A host is needed because during a multiplayer match, things like lag and latency can cause the consoles involved in the game to "disagree." When such a disagreement occurs, the host's version of events is accepted by all consoles. Usually, the player with the best connection ends up being the host. However, if a player with a superior connection joins the game after a host has been selected, then they will not become host. If, however, the current host lags out, then the newcomer will become host (assuming that their connection is still superior).
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