Question Is multi-player gaming more CPU intensive than playing in single-player mode?

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Same game, same settings, same PC specs. I realize there will be some difference based on which game I'm talking about. And there is the fact that single player versions of some games are not the same playing experience as the multi player. Not even the same maps sometimes. But is there a general answer to my question?
 
Best comparison would come from games that offer co-op play, alongside single player game. Few that come to my mind are Watch Dogs, Generation Zero, State of Decay 2.

Compared to single-player, multi-player is slightly more taxing since your PC needs to show other players as well. But what those players do, that info is sent in via your internet connection. You PC just needs to render other players and their action animations, if you look at them. Overall, it doesn't make a difference.
 
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Assuming everything else is the same. Same game, same map, same settings, same mode.

In single player there needs to be some level of AI processing for bots and NPCs. That doesn't happen in multiplayer. (unless the game also offers those)

In multiplayer you'll have the connection to other players. And they tend to coordinate their actions, so you might see the entire enemy team throw their flashy effects at once. So you might see higher GPU-heavy spikes during those moments.
 
Not a simple question. What does single player really mean is more the problem.

Lets say you have some shooter game that uses a central server. In one case your opponents are other players also on the same server. The other case the server uses its new "AI" ? to simulate other players. In this case the server load is likely much higher doing the simulation but your pc doesn't really know if the oppenents are real or AI. From the games I have seen that do this it is still very obvious to the player but not because of performance differences.

Now in the other case if the AI simulation is being done on your machine then of course it has large impact. It is similar to games that let you host private session on your machine. You are in effect running both game client as well as the server function even if you are the only player.
 
Games are slightly more CPU intensive when using multiplayer - Mostly due to info sent from the server being computated or whatever (My coffee hasn't kicked in yet, sorry).
 
I would say generally true. But it is situational.

Multiplayer FPS games are all about taking input from the host/server and using that to render what you see, and your system then sending in your actions to be calculated server side. Though sometimes that is blurred a little depending on how the game engine is designed. Netcode is a whole topic I wish I knew more about. Games like battlefield generally use more CPU online then off, even with the bots.

Another huge factor in online gameplay is anticheat systems needing to run. This may have significant overhead as everything needs to be constantly verified.

Turn based games would be an interesting study. The server or host would end up doing all the player calculations and random stuff, and then distribute it amongst the clients. So the server or host would end up doing the calculations. But in single player mode, all calculations and gameplay would be dependent on a single system, so it would have to be slower. Though it could also be in some cases that the local client performs random events, and sends it to the host on a per player basis. Though that would easily lead to being able to manipulate events on the client side, so I doubt that is a common practice.
 
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