#Multiplayer Lag

9 messages · Page 1 of 1 (latest)

last shale
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For each person to join my multiplayer i lose 10-15 FPS, Is there anyway to fix this? 5800x3d, 3080TI, 32gb ram

strange iris
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Setup a dedicated server, directions are pinned in #dedicated-server-chat the game is single thread, seperating the server side will split cpu use across more cores

ocean moat
# strange iris Setup a dedicated server, directions are pinned in <#1036777876088946809> the g...

Thanks grim. Just want to let you know I was wondering the same thing. Started up a dedicated on my own on my pc and it runs much better. I still have frame dipping atm 100 (FPS@2k) can drop to the 60 range briefly with nothing pinning out to 100% on the task manager. 60% at most and 70% fill on ram transfer (it’s yellow) on the amd GPU dashboard. Still plenty high enough though and it definitely feels cleaner this way. I also don’t get the new player joined stutter which is nice. I plan to look at the individual cores next time as it might be a single core or thread maxing out which wouldn’t show up properly in the overall utilization window.

strange iris
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@ocean moat icarus runs as a single thread, so it's cpu bound. Besides splitting the server to its own application you're only other two choices would be upgrade cpu or move server to another device or rented server.

granite jungle
# strange iris <@155120013559201793> icarus runs as a single thread, so it's cpu bound. Beside...

Not entirely true
Unreal (and thus by proxy also Icarus) is multi-threaded
However, there's the master thread that controls all other threads; and it's this master thread that maxes out

So splitting out Server and Client (even when on the same PC), means there's a master thread for the Server processes and a separate master thread for the Client processes
So that poor master thread no longer has to do both Server and Client processes
Hence the performance improvement

viscid hamlet
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For us it improves performance, but not significantly. With the dedicated server extremely noticeable lags happen especially during the storm when physics engine mostlikely computes damage and collisions for all dynamic objects (we have 20000+ objects)

potent stump
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Thats a lot of items

granite jungle
viscid hamlet