#Issue with Client ticking faster than the Server

3 messages · Page 1 of 1 (latest)

foggy copper
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60 Tick rate, Fishnet 3.11.2R.

I have implemented a stage hazard, it gets activated by the server and on the client it calculates the time difference between the server and the client in order to have them start at the same time (similar to the projectile example in the docs). In the video I increment a tick counter in the OnTick function and then outputs it to the log, over time the client pulls ahead and seem to be running ticks more often, after 600~ ticks the hazard deactivates. The timer printed at the end is a timer incremented in Unitys regular Update function while the hazard is active, and displays the correct value on the server (10 seconds) with the client finishing about 1.3 seconds earlier. I know the client is normally a few ticks ahead of the server, but it shouldn't increase as time goes on should it?

brittle orchid
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I've seen this happen only when there is something up with the clients machine. Usually an issue with the application being frozen or not, editor pausing, etc. I see you are doing builds and they appear smooth but client timing should not be off that drastic. Maybe a couple milliseconds per second worth of ticks.

foggy copper
#

Yea not sure what's going on, a couple of months ago I reported that bug where the client ticked slower than the server (more noticable on higher tick rates), and after your bug fix that time they both ticked at equal speed. Now however I get the above behaviour, no matter which window is in focus. I just tried it again but this time using the editor as one of the windows (40-45ish fps in the editor) and the same thing happens no matter if the editor is the host or the client.