Some multiplayer games use peer-to-peer (P2P) networking, but multiplayer does not automatically mean P2P. A game may connect players directly, send their traffic through a relay, or use a server that hosts the match. The setup can also differ between games and modes.
What does P2P mean in a multiplayer game?
In peer-to-peer networking, players’ game clients exchange messages with one another. Steam defines it as messages sent directly from one player to another (Steam Support). In practice, however, the P2P label does not by itself tell you whether packets travel directly between players or through an intermediary.
Some P2P arrangements designate one player’s machine as the host. That player’s game instance runs the session while the host also plays. Other players connect as clients. This is often called a listen server or player-hosted session.
How do direct P2P, relays and servers differ?
| Model | Who hosts or runs the game session? | How players connect | What to keep in mind |
|---|---|---|---|
| Direct P2P | Players’ game clients communicate; a particular game may designate one player as host. | Clients send messages directly to other clients. | Direct connectivity may not be possible on every network. |
| Relayed, player-hosted session | One player’s game instance hosts the session; other players join as clients. | A relay forwards traffic rather than requiring direct client-to-client connectivity. | The relay provides a network path; it does not necessarily simulate or control the game state. |
| Listen server | A player’s game instance acts as the server while that player participates. | Other players connect to the host, directly or through a relay. | The host can have an advantage because they play directly on the server. |
| Dedicated server | A separate server hosts the session without a local player. | Players connect to that server. | It can offer a fairer setup, but is more costly and harder to configure. |
Relays change the route, not necessarily the authority
A relay forwards traffic between players. Unity describes its Relay service as a way for clients to communicate without connecting directly and without requiring a dedicated game server. In a listen-server arrangement, one player remains the host; the relay serves as the connection path, not necessarily as the authority that simulates the match (Unity Relay documentation).
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Relay routing can help when NAT or firewall restrictions prevent direct connections. Unity also says Relay avoids requiring players to know one another’s IP addresses. Steam’s networking APIs can use relay routing or a direct connection when appropriate (Steamworks networking documentation).
Who controls the game state?
In a player-hosted game, the host’s instance participates in the match and may have authority over its state. Unreal Engine describes the server as holding “the one true, authoritative game state” (Unreal Engine 4.27 Networking Overview). In a listen server, that server is also a player’s game instance, which can give the host an advantage.
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A dedicated server is separate from the players. Because no participant is also running the server, it can be fairer for players and may suit larger or more security-sensitive games. The trade-off is the additional cost and configuration effort described by Unreal Engine’s documentation.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Does P2P mean players always connect directly?
No. P2P describes the relationship between communicating game peers, not a guarantee about the route every packet takes. A game can use direct connections when possible and route traffic through a relay when needed. AccelByte documents relay paths and fallback behavior as part of game networking (AccelByte networking documentation).
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Nor does P2P mean the whole online game runs without backend services. A game can rely on backend systems for session tracking, signaling and TURN fallback even when its match uses a peer-based connection model (AccelByte networking documentation).
Why choose one networking model over another?
The choice depends on the game’s requirements rather than on multiplayer alone. AccelByte recommends considering P2P for small cooperative sessions and prototypes, while dedicated servers may be a better fit when authoritative control, competitive anti-cheat, host-migration guarantees, match scale or consistent performance matter. That is vendor guidance, not a universal rule; the right design varies by game.
- Small cooperative sessions: A player-hosted or P2P approach can avoid operating a dedicated game server for each match.
- Competitive or security-sensitive play: A dedicated server keeps the host role separate from participants and gives the game a central authority.
- Players behind restrictive networks: Relay routing can provide a path when direct connections fail, though it does not by itself turn a player-hosted session into a dedicated-server match.
- Scale and consistency: Match size, performance expectations and the need to continue after a host leaves all influence the design.
How can you tell what a particular game uses?
There is no single answer for all multiplayer games, and the architecture can vary by title or mode. Check the game’s official networking or server documentation for terms such as peer-to-peer, player-hosted, listen server, relay, dedicated server or host migration. If the documentation only says “online multiplayer,” that alone does not establish how the match is hosted or routed.
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