I am writing my thesis about different game architectures and I have not found an answer to this one question I have. I have googled for hours but have not found an answer.
I was reading this article: https://gafferongames.com/post/what_every_programmer_needs_to_know_about_game_networking/
And there is this paragraph talking about p2p limitations for games :
The final limitation occurs because of the way the game synchronizes by sending just the command messages which change the state. In order for this to work it is necessary for all players to start from the same initial state. Typically this means that each player must join up in a lobby before commencing play, although it is technically possible to support late join, this is not common due to the difficulty of capturing and transmitting a completely deterministic starting point in the middle of a live game.
As stated by the author that when having a p2p connection, then players should join a lobby before starting a game, not joining an ongoing game. He says that it is because it is hard transmitting a completely deterministic starting point in the middle of a live game.
Can someone please tell me why is that? Is it because there might be too much data to transfer and it might create some latency problems or is there another problem?