This is a complete myth.
In Source games at least, your computer never interacts directly with another player's. All of their actions are processed at the server, which then passes along the information to your client. In fact, the Source engine has a lag-compensation system built in to servers and clients which directly addresses this problem.
While this is not entirely accurate, you can simplify the picture a bit by assuming each player has their own dedicated 'pipe' to the server. Since eGO's servers have much more bandwidth and system resources available then they actually need, you can assume your pipe's ability to talk back and forth to the server is going to remain constant no matter how many players are on or how poor their connections are.
To put it simply, a player with a high ping (delay) to the server will not cause everyone else to share the same delay. Depending on how poor their connection actually is, you may notice them jerking around the screen among other things, but the effects will be localized to that specific player.
Here are the two major sources of lag which will affect everyone playing:
- Limited system resources (CPU, RAM, etc.) available. As more players connect, the server cannot keep up with the resource demand and will eventually slow to a crawl.
- Limited bandwidth available. As more players connect, the server cannot push out processed information quick enough to clients. This will result in lag for everyone connected and may even lead to players being dropped unexpectedly.
Iadien said:
It depends on the game engine.
This is correct. As I mentioned earlier, your computer never talks directly to another player's. If this happened, however, everyone WOULD be bound by a laggy player's delay and would feel the effects of their high ping. This is not the case in Source games, however.