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Tyveris Nov 15, 2014 @ 9:57am
Networking, Lag, Input Delay, and Improvements
Localized Servers
We have begun the process of bringing our localized servers online. Ranked 1v1 and custom games now use the server closest to you. If you want to change your region, you can find this under Options->Change Region.

To test your lag to these servers, we've set up some ping tests to the different data centers.
1) US:
2) Europe:
3) SE Asia:
4) US-West:
5) Australia:
6) Brazil:

Original Post
I wanted to give everyone a quick explanation of how the netcode works in Brawlhalla, how it will improve over time, and what kind of information we'd love to get to help improve it.

How does it work?
We use a server based rollback system with a latency measuring system that determines when to apply input delay. Whenever you are sending your inputs to the server, we determine what the actual time it took to the server was and then average that across your inputs since the game started. If the average time it took was 47ms (94ms round trip/ping) or less, we aren't applying any sort of input delay to you. After that, we start to apply input delay so that the quality of the game doesn't degrade for the other players.

What things factor into the time it takes your inputs to get to the server?
1) Distance from servers (ping to test)
2) Wireless connection (dropped packets can penalize you pretty hard currently)
3) Local network congestion
4) Client frame rate

What can I do to improve things?
1) Get closer to your wireless router.
2) Plug into a wired connection.
3) Turn off other downloads or streams.
4) Close other programs.

What if that doesn't help?
Please email us at the following info as it will help us improve how we handle things.
1) Are you using a wireless connection?
2) Are you or is someone else downloading, streaming, etc?
3) Results of: ping
4) Results of: tracert
5) Results of: ping -n 100
6) Anything else you might think is relevant?
Instructions here:

Are you still working to improve it?
Yes of course! We still have plenty of things that we intend on doing.
1) Localized servers and matchmaking.
2) More servers so fewer connections run on the same machine.
3) Smarter input delay application and better averaging.
4) Smoothing out the visual effects so it is easier to track.

Thank you all for your patience and understanding, and most importantly, thank you for helping us build a better game.
Last edited by Tyveris; Jul 16, 2016 @ 12:39am
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Showing 1-15 of 3,138 comments
Tyveris Nov 16, 2014 @ 10:20am 
Originally posted by RiseR:
game does not start, there is a window on the termination of the work ... please help to solve the problem!
Please shoot us an email at with information about your setup, and we can help look into it. We've heart restarting your computer can help.
111 Nov 17, 2014 @ 2:59pm 
often lags , and disconnection*(
Tyveris Nov 17, 2014 @ 9:08pm 
Originally posted by 赤目:
often lags , and disconnection*(
Can you provide me some of this info from this section? (

Please email us the following info as it will help us improve how we handle things.
1) Are you using a wireless connection?
2) Are you or is someone else downloading, streaming, etc?
3) Results of: ping
4) Results of: tracert
5) Results of: ping -n 100
6) Anything else you might think is relevant?
KPNCCA Nov 19, 2014 @ 12:35am 
Check I send
Last edited by KPNCCA; Nov 19, 2014 @ 12:35am
Yalok-N Nov 19, 2014 @ 5:03am 
The game is not connected online :c . What do I do?

Sorry for the error. I know Russian and bad English that's why used Google translator.
[ROTT] hackman Nov 19, 2014 @ 12:54pm 
Is this P2P hosted? I got in games that felt so laggy, it felt like someone was pulling me around on a rubber rope. Impossible to fight when you have to focus to even stay on the map.
Last edited by [ROTT] hackman; Nov 19, 2014 @ 1:12pm
Tyveris Nov 19, 2014 @ 3:05pm 
It's server based, and currently the dedicated servers are in Atlanta, GA. InputDelay is less than ideal, but we are still working on ways to improve latency as listed above.
Last edited by Tyveris; Nov 19, 2014 @ 3:10pm
Tyveris Nov 19, 2014 @ 4:12pm 
We made a few adjustments in 1.0.5 that should help with lag and disconnects.
Relai Nov 21, 2014 @ 6:43am 
Played today and it ran really smooth. Better than before for sure.
Yalok-N Nov 21, 2014 @ 6:48am 
GameRetro Nov 21, 2014 @ 5:16pm 
My assessment of the game is as follows:

Characters are hard to spot on screen and hard to distinguish from one another. I play on a huge TV and have 20/20 eyesight and this is still an issue.

Sprites could be better, and more editing options.

Game mechanics is lacking. For some reason it does not feel like the brawl platformer it should. Not very intuitive to fight in it - unlike a lot of games where you just know how to play even if you never have. You don't get that same "try something and see if it works" here so much.

Partially the mechanics is due to the lag discussed here I guess. But in a good part is due to not having a very diverse attack patterns and a variety of combos.

Feels very monotone and like a mess on the screen in conclusion, mechanics need to be more diverse and characters more distinguishable from one another and the background.
Tyveris Nov 21, 2014 @ 7:01pm 
It's going to vary from time to time. Just as much as your opponents and network conditions may differ, we still have our own set of server and infrastructure issues (still beta). All I can assure you is that it will continue to get better.
brain7u7 Nov 23, 2014 @ 7:41pm 
Danziel Nov 24, 2014 @ 9:55am 
Game have low fpc for my pc even in window . 1080 p monitor
Last edited by Danziel; Nov 24, 2014 @ 10:04am
Badchrono Nov 24, 2014 @ 11:56am 
Create a direct ip option, except for if we need a dedicated server for people living in nearby regions will lag and this will slow, and the online experience.
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