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Start with submitting details and screenshots.
Otherwise if you want to do it yourself, here you go
https://steamcommunity.com/sharedfiles/filedetails/?id=2915995696
This time you have no need to worry. I just recently made it since I grew annoyed of the same questions and again and again and all "fixes" people "have found via Google".
If you have some special questions, use the opportunity and feel free to ask ~
Screenshots of interest are
- content of the game's folder
- content of the pdlc folder within the game's folder
- task manager, performance tab
Those are of interest to make partially sure the game is not having files issues
Partially, because it is also necessary that you verify the file integrity, despite it is freshly installed. And by you I always mean you personally and the friend you refer to.
See also the bonus section in regards of "friend".
Details of interest
- Steam Download Region
- ISP / screenshot of okla speedtest results
- DxDiag
Anything else will be asked later on if the initial screening does not show any obvious relevant issues.
Maybe that resolves your issue already, when you check with your friend the schedulde when the issues appeared ~
If our issues continue I'll grab those screenshots and dxdiag to see if maybe something stands out to anyone =D
Using Steam friend invite is not that much of a bother to the server ~ it is just an extra identification step which would only cause issue when establishing the connection to begin with. Alternatively, if you play with the same people/person all the time, I can recommend making use of the Hunter Connect feature. That is simpler than always copy & paste the lobby code.
Also, the FPS cap is fine at 120 if your friend is also using the same cap and you two have similar / identical FPS. But you can already tell - that is one of the things only you two can tell for sure by communicating such information.
In fact, most issues within multiplayer are nowadays caused by the three common mistakes in the guide. Make sure to have that covered ~ the rest helps you stabilising the connection.
Something about those changes really helped, because we made it through 2 full hunts without a single glitch or issue. Fingers crossed that this continues!
Thanks again for all of your help
I am happy to read that. I have also added a few more things to the guide, thanks to your feedback; as a matter of course I wish you that you will not encounter any more issues from now. Therefore ~ Good luck and Happy Hunting!
tl;dr- the slowest connection player needs to host the game.
So the friend and I that had desync issues are in different countries. Our connection to each other in games usually comes out to around 150ms. After doing some of the steps I outlined above, we were able to play without desyncing.
Lets call the friend from the other country "FarAwayFriend".
Today we added a new player, someone who is located much physically closer to me than FarAwayFriend; we'll call them ReallyCloseFriend. I started playing with ReallyCloseFriend; I set up my lobby, ReallyCloseFriend joined, and our connection was 100% stable. We were in good shape. We both set our fps cap and had no problems.
FarAwayFriend wanted to join, so he did. Within 5 seconds he was kicked from the lobby. He tried again; kicked. He tried 8 more times, and every time he was kicked rapidly, either trying to walk into the gathering hub or simply standing outside in town. He never lasted more than 5-10 seconds.
I had a thought: what if the game's network code was too fragile to handle a sudden shift in the pace of the packet exchange? What if the initial pace of probably 40-50ms between me and ReallyCloseFriend became what the game expected, and when FarAwayFriend joined at 150+ms they were getting kicked instantly over and over and over, while ReallyCloseFriend never got kicked once.
To test the theory, we had FarAwayFriend host instead, since both I and ReallyCloseFriend would have a similar latency sending data back and forth between him. Both of us connected his game... and it was rock solid. No one got DCed. We did 4 hunts, we ran around town, we modified gear, etc. Not a single problem.
By having the player that was furthest away from the rest of us, who would be the slowest connection, be the first connection and thus set "the pace", we were able to play with no issue what-so-ever compared to having two physically closer players start first.
That is a very interesting observation with a good foundation for the reasoning and conclusion! Thanks for sharing!
I know such phenomenon from other peer 2 peer games, where it is more obvious. I have not expected such from Monster Hunter Rise considering that you seemingly can easily hop in and out - as observed when the host suddenly disconnects, you can continue your game almost seamless by another taking over. In fact, because of that I was under the strong impression it is the opposite - that the best setup should host. But with your approach being successful, it is worth to put it under investigation.
Why just investigation and not confirmed?
Because if I understood correctly you went with your FarAwayFriend through all the troubles to adjust your both setups to avoid desync actively. Unless the CloseFriend did the same I cannot outrule that it might be something on their side which causes issues for the FarAwayfriend - but maybe you can tell more?
I don't know if you have tried anything else since this thread or not, but my brother and I were having as many problems as you. I found a post that stated that you needed for forward ports for MHR on steam. They are below. I hope this helps you and your friend because it instantly solved all of our issues!!!
Monster Hunter Rise - Steam
TCP: 27015, 27036
UDP: 27015, 27031-27036
Surprsing. That, that solution helped you. Less that it seems you did not read.