Open ghost opened 1 year ago
Just edit your post instead of ads it here, no need to link it like that 🙂
Just edit your post instead of ads it here, no need to link it like that 🙂
sorry for, just its fundamental issue, want more people to see, there are no progress from september. I think i will try to solve it by my self.
This is because you're sending/receiving packets and calculating ping on the main thread, so ping can only be a multiple of the frametime. Disabling V-Sync and ensuring framerate is as high as possible will decrease ping a lot:
This limitation is shared by a lot of games, which is one of the reasons competitive players like to reach hundreds of FPS. It's not just about input latency to display :slightly_smiling_face:
I can confirm the ping increases when more than 1 client is connected. The ping increase is proportional to how many clients are connected. You can test this by setting the Max FPS project setting to 20
, then restarting all 4 instances. Ping will increase by increments of 50 for every new client connected. I don't know whether this is a bug or due to how the demo project is designed.
Tested versions
v4.2.1.stable.official [b09f793f5]
System information
Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz (4 Threads)
Issue description
UDPServer or PacketPeerUDP gets big latency on LAN network Its 27msec for only PING command between Server and 1 Client But its about 50msec for only PING command between Server and 3 Clients
Steps to reproduce
Minimal reproduction project (MRP)
ServerUDP.zip