Can it be that two group in crytek clashed?
One side the engineering willing to reduce the number of player/game toward an optimized game experience .. say, all participants within some 10ns each other (*) only.
Other side the marketing showing charts of market to be conquered and willing to avoid to let the customers alone.. say, two guys in Tierra Del Fuego cannot stay alone! let's connect them with EU players nevetheless!
Surely the engineer in charge of part of code related to lag compensation and packet loss is happy to see such a wide testing but... less matches to join but better game experience is also a value for the customers.. if you run P2P mediated by your own local server it is really a matter of parameters.. right?
Indeed I know, no company ever openly declare the architecture (to avoid someone exploiting), so the above is my guess, just to say, please find the right balance, thanks
(*) but is it lag only? what about the uplink/downlink bandwidth..
P.S. users unfamiliar with the subject may want to read here http://www.eurogamer.net/articles/digitalfoundry-the-lag-effect-psn-xbox-live-anolysis