Most PS3 online games use a client-server architecture (dedicated or listen servers), not pure peer-to-peer.
| Model | How It Works | Examples |
|---|---|---|
| Dedicated Server | Central server (Sony/Dev hosted) authorizes state. Clients send inputs. | MAG, Resistance 2, Killzone 2/3, Warhawk, SOCOM, DC Universe Online, FFXIV, Dust 514 |
| Listen Server (Host = Player) | One player's console acts as server. Host has authority. Host migration on quit. | Call of Duty (MW2–BO2), Battlefield Bad Company 2, Uncharted 2/3, GTA IV, Red Dead Redemption, The Last of Us |
| Hybrid | Matchmaking/stats on master server; gameplay on listen server. | Most CoD, BF, Naughty Dog MP. |
| Peer-to-Peer (Mesh) | Every client syncs with every other. No host. Rare on PS3. | Some fighting games (SFIV uses GGPO-style rollback), small indie. |
Bottom line: Listen server (player-hosted) is most common for shooters/action; dedicated for MMO/large-scale. Pure P2P is rare.