Hi, I have a question regarding listen server models and performance in multiplayer games. I'm currently working on a fast-paced multiplayer FPS for Steam, with server authoritative players and CSP. The game is built on a deterministic lock step system, and currently runs on 32ticks. I am considering of using the P2P model with one client acting as the listen server. (Due to low budget, I want to stay away from using dedicated servers as possible.) The main concern I am having with this solution, is whether I could expect the average host machine to be able to handle the followings: - constant 32/64tick physics simulation (10 players in total) - rollback of ~10 ticks for lag compensation, every time a player fires a shot - sending packets to clients at a constant rate (which is roughly estimated to be 320~640kbps on max load) (Just as a quick note, the physics simulation alone shouldn't be that complex, since the only moving objects are the players themselves with no collision between them.) Do you think it is good practice to run 32/64 tick listen servers on the client machine, specifically performance/bandwidth wise?