The choice between peer-to-peer, relay servers, and dedicated servers is one of the earliest architecture decisions you make on a multiplayer game and one of the hardest to change later. Most explanations reduce it to: P2P is cheap, dedicated servers are expensive, relay is somewhere in between.
That's not wrong, it's just not the full picture.
Whether you're building a 32P battle royale, a 4P co-op dungeon crawler, or a persistent open-world survival game, the actual decision depends on your game type, player count per match, sensitivity to cheating, and how much infrastructure you want to own. This article breaks down how each model works in practice, where each one breaks, and a look into options for dedicated server hosting and orchestration.
How peer-to-peer works and where it breaks
In a P2P setup, one player's machine acts as the authoritative host for the session. Other players connect directly to that machine. The host runs the game logic, and everyone else syncs to it.
This is the easiest model to get running. No server infrastructure to provision, no orchestration layer to manage, no ongoing hosting bill. For a small co-op game like a 2-4 player survival game or a co-op puzzle game where everyone knows each other and is playing in the same region, it works.
The problems are also real and well-known in production:
P2P is a reasonable choice for games where cheating doesn't break the experience, matches are small and casual, and your audience will tolerate occasional session instability. Many successful indie co-op games ship with P2P and do fine. The issues above become dealbreakers in competitive shooters, ranked game modes, or any large-scale multiplayer format.
What relay servers add and what they don't fix
A relay server is an intermediate server that routes packets between players instead of having them connect directly. Players connect to the relay; the relay forwards their data to everyone else. No direct peer-to-peer connection is needed.
This solves the NAT traversal problem cleanly. Every player connects to a single known IP and port. Firewall and router configurations no longer matter for session setup. It also removes the need to expose any player's IP address to anyone else in the lobby, which is a meaningful security improvement over P2P.
What relay servers don't fix:
The clearest use case for relay servers: small-scale co-op or casual multiplayer where you want to eliminate NAT issues and IP exposure, but don't have the budget or player volume to justify dedicated servers. Unity Relay, Epic Online Services sessions, and Steam's relay infrastructure all cover this for studios already in those ecosystems.
What dedicated servers give you
In a dedicated server setup, the game logic runs on a server machine you control, not on the player's device. Players connect to that server as clients. The server is the authoritative source of truth for game state.
This changes the security model fundamentally. Players can't directly manipulate the authoritative game state because they don't run it. Anti-cheat systems have a trustworthy reference point. Cheating still happens, but the server gives you a foundation to detect and reject it. For a VR competitive shooter, a battle royale, or any ranked game mode, this is not optional.
Host advantage disappears. Every player connects to the same server. Latency differences between players are a function of their distance to the server -- which you can influence by deploying servers across multiple regions -- not a function of which player happened to host the session.
Sessions don't die when a player leaves. The server keeps running. This matters for persistent worlds like MMOs and open-world survival games, but also for competitive games like team-based shooters where a host disconnect would otherwise end the match.
The cost is real: you're paying for server compute on demand or around the clock. You need an orchestration layer to spin servers up when matches start, scale fleets across regions, and manage cold start latency. For a small game with a small concurrent player count, this can be more infrastructure than the situation requires. For anything competitive, ranked, or cross-platform at scale, it's the baseline.
Which one fits your game
The three models solve different problems. Here's a practical framework for deciding:
Use P2P if:
Use relay servers if:
Use dedicated servers if:
Most games that move from early access to live service with a meaningful player base end up on dedicated servers eventually. The decision is less "if" than "when" and whether you build that infrastructure yourself or use a managed platform to run it.
Your options for dedicated game server hosting
If you've reached the dedicated server decision, you have several paths. Each involves different trade-offs between cost, control, and operational burden.
The common gap across all: none combine pre-integrated bare metal, multi-cloud flexibility, and matchmaking in a single SDK without more configuration or glue code.
AccelByte Multiplayer Servers (AMS) is the only dedicated server hosting and orchestration platform that ships with a full matchmaking and backend layer built to work together out of the box and it can also run standalone alongside whatever backend you're already using. AMS gives you:
How AEXLAB runs VAIL VR on AMS
VAIL VR is a competitive VR first-person shooter, a genre where host advantage and anti-cheat aren't optional. When AEXLAB's previous backend was deprecated with 50,000 players already in early access, they needed server orchestration, matchmaking, and a full migration path within 10 weeks. They migrated to AMS and AccelByte Gaming Services in 1.5 months, launching cross-platform with no disruption to existing players - 4 to 12 times faster than building that infrastructure in-house would have taken.
Later, by shifting predictable base load to bare metal and optimizing dedicated server density per VM, AEXLAB cut their server costs by 46% without any impact on player experience. Players continued getting the low-latency matches a competitive VR shooter demands, the savings came entirely from how the infrastructure was structured and allocated.
Where to go from here
P2P is a valid starting point for many games. Relay servers solve specific NAT and IP exposure problems without major infrastructure investment. Dedicated servers cost more and require more operational thinking, but they're the baseline for competitive and cross-platform multiplayer at any scale. If you're still in early development, pick the model that matches where you're going, not just where you are now.
If you’re evaluating dedicated server hosting, AMS comes with a 90 day free trial.