Jein!
Dazu müsste der Code insofern optimiert werden, so dass er weniger Bandbreite bei jedem client in Anspruch nimmt (hängt nach wie vor mit der limitierung seitens PSN/XLive zusammen).
Der folgende Post (Auszüge) eines DICE Entwicklers bezieht sich zwar in erster Linie auf BC/43`, verdeutlicht aber warum primär das Limit auf Konsolen bei 24 liegt.
"Network bandwidth restrictions - There are pretty tough restrictions on how much data that is allowed to be sent to the client on 360/ps3, the destruction and the vehicles steal _lots_ of bandwidth, a vehicle is much more expensive than a soldier. Every object that is moved by simulation and is gameplay affecting need to be at the same place on all clients at the same time and therefore need to be networked, the destructable state also need to be networked…
..We are actually running about ~12 game servers on each physical server, meaning that each physical server can handle about ~300 players. We could easily switch so we had less game servers running 32 or more players but then every client would need to receive much more data over the network which might break the rules microsoft and sony have put up. The reason why they`ve put up these rules is to ensure the quality of the game for all players, maybe we could someday implement matchmaking (or server browsing) that would let the player join servers with more players if his/her internet connection bandwidth allows it.
There will of course also be lots of optimizations on the network protocol which will make it easier to squeeze in more players on a server without violating bandwidth recommendations….
…it is a matter of them securing quality to make sure that bandwidth to client never goes over a certain bitrate.
As a developer you can get waivers for things like having higher bandwidth "
Quelle: http://forum.ea.com/eaforum/posts/list/5459236.page