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Heh, you didn’t quite get it. What you're describing is the in-game experience related to who "hosts" the match. Essentially, when you're "hosting" the game (or more accurately, when your server is), you're less affected by latency, while your opponent experiences it more. Conversely, when your opponent is hosting (or their server is), the situation reverses—your opponent experiences less latency while you experience more. This all boils down to how EA manages the overall experience. The removal of regions has reintroduced some of the past latency issues, though they do seem to be handled a bit better now.
However, all of that has nothing to do with what I’m addressing: the engineering standards, underlying network infrastructure, or how traffic is exchanged between you, EA’s servers (which are scattered around the world), and your opponent. The main focus is troubleshooting to rule out your end, which is the primary driver behind the unjustified "EA’s servers are terrible" bandwagon (yes, they can always do better but it's not the point here).
Ultimately, latency is still primarily influenced by the distance between you and EA’s servers, whether it’s between your location and the EA server in your region, your opponent’s location and their server, or the distance between both of your regional EA servers.
Suppose you and your opponent are on opposite sides of the world. In that case, the packet exchange will take roughly 300 milliseconds between both of the users if you had a true point-to-point connection between both of you that you could see on the screen — this is the physical and physics limitation that cannot be changed as we understand the physics limits (unless you figure out how to deploy sub-space communications from Star Trek in real life).
You don't see the 300+ ms because the ping shown on your device reflects the latency from your device to the server you're connecting to. It also appears that the ping indicator displayed for your opponents corresponds to their latency to your server. When they are the host, you could see anywhere from 30ms to 300ms, depending on where their server is located.
This is the extreme scenario where a small number of available players are ready for the H2H game in your region. In most cases, you are being matched with people connected to your server.
How exactly EA handles this on their end remains unclear, as it depends on the location of EA servers, their routing & peering and their global infrastructure in general —all of which they haven’t made public, for obvious security reasons.
Thanks. That’s a really helpful explanation. And I’ll repeat what I said earlier insofar as it says a lot about EA that they leave it to other users to provide explanations like this rather than doing so themselves. In the end, bad user/custmer experience is always going to reflect poorly on them so you’d think they’d make more of an effort communicate and provide transparency,
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