Peer-to-peer across networks is impossible unless you can punch a hole, i.e. UPnP. It's possible this isn't enabled and that could cause Parsec to have to fallback to a central server.
Because those aren't peer-to-peer in reality. They're peer-to-peer in terms of a virtual network that's often (not necessarily, but certainly in this case) implemented using a central server anyway.
How is Tailscale not P2P? Just because there's a central server for discovery and key exchange does not somehow make it not peer-to-peer.
If the actual communications between two clients is P2P then, by definition, the VPN is P2P. Because that's the actual part people are talking about when they talk about VPNs.
I mean, sure, but that doesn't mean that Parsec uses central servers by default, which was the entire point of the GP comment; that their servers are worse than Nvidia's.
Parsec will discover servers on LAN and/or with a port open and display them as distinct entries in the connection list, usually positioned in front of the central server options.
So there's no default as you're always the one choosing.
What? No. That's not how Parsec works at all. Are you talking about the same app?
Parsec displays computers to connect to. If a hole can be punched, it will use a P2P connection. If not, it automatically falls back to their STUN servers or the Parsec Relay server if you're on the Teams plan. There is no "server" to choose from. There aren't multiple entries for a single computer with different connection options. I don't know where you hallucinated all of these things but that's just not how Parsec works.
> I don't know where you hallucinated all of these things but that's just not how Parsec works.
I opened the app and looked at it. I distinctly remember there being multiple entries if a computer is on the local network. I don't have another computer on the network right now so I can't check.