Network Topologies: LAN vs Online Multiplayer Quiz Quiz

Challenge your understanding of network topologies by exploring key differences between LAN setups and online multiplayer connections, including benefits, limitations, and communication models that influence multiplayer experiences.

  1. Identifying LAN Topology in Gaming

    Which network topology typically offers the lowest latency in a local multiplayer gaming session held within the same room?

    1. Satellite internet
    2. Wired LAN (Ethernet)
    3. Wi-Fi hotspot
    4. Ring wireless

    Explanation: Wired LAN (Ethernet) delivers the lowest latency because it provides direct, high-speed connections between devices, making it ideal for real-time multiplayer gaming in a single location. Satellite internet introduces significant delay due to signal travel distance, making it unsuitable for low-latency games. A Wi-Fi hotspot can work but is susceptible to interference and higher latency compared to wired connections. Ring wireless is not a standard topology for local networks and may result in additional delays or inconsistent performance.

  2. Peer-to-Peer vs. Client-Server in Multiplayer

    In online multiplayer architecture, what is one main advantage of a traditional client-server model over a peer-to-peer topology?

    1. Easier cheat prevention
    2. Requires no central management
    3. Reduces overall data usage
    4. Eliminates lag during play

    Explanation: A client-server model allows for centralized control, making it easier to detect and prevent cheating since all game logic and data verification occur on the server. While lag may still exist due to network conditions, no topology can completely eliminate it. Central management is a key feature of the client-server model, which contradicts saying it requires none. Data usage might not decrease and can sometimes be higher compared to peer-to-peer, depending on the game's design.

  3. Topology Selection and Player Count

    When hosting a large online multiplayer match with hundreds of players worldwide, which network topology is usually most scalable?

    1. Bus LAN
    2. Client-server
    3. Mesh LAN
    4. Peer-to-peer

    Explanation: The client-server architecture is most scalable for large online matches because it allows a single server (or server cluster) to efficiently coordinate and manage many simultaneous player connections, regardless of location. Mesh LAN is not practical for remote players and is better for small networks. Peer-to-peer struggles with high player counts due to increased bandwidth and synchronization complexity. Bus LAN is outdated and unsuitable for modern online gaming, especially over the internet.

  4. Bandwidth Impact: LAN vs. Online

    Why do local area network (LAN) connections generally provide smoother multiplayer experiences than online play, especially in fast-paced games?

    1. LAN has less external network interference
    2. LAN uses more advanced game algorithms
    3. Online play does not use real-time communication
    4. LAN requires no player authentication

    Explanation: LAN connections operate within a limited, controlled environment, reducing the risk of network delays, packet loss, or interference from external sources. Advanced algorithms can benefit both LAN and online connections and are not exclusive to LAN. Online play does use real-time communication, but external factors like internet congestion can cause lag. Player authentication is a separate security concern and does not inherently affect smooth gameplay.

  5. Hybrid Topologies in Multiplayer Games

    In some online multiplayer games, a 'host' player functions as a server while others connect as 'clients.' What is this network topology called?

    1. Client-cloud
    2. Hybrid bus-ring
    3. Peer-to-peer with host
    4. Tree-mesh

    Explanation: This setup is often referred to as 'peer-to-peer with host,' where one player's device handles server responsibilities, managing the game state for connected clients. 'Client-cloud' is not a standard term for this arrangement and usually refers to entirely different architectures. 'Hybrid bus-ring' and 'tree-mesh' are not relevant to common multiplayer gaming scenarios and do not describe a system where a player hosts others.