Empyrion - Galactic Survival

Empyrion - Galactic Survival

Dedicated Server - Multiplayer Rubberbanding
HI,
I'm running a dedicated server for myself and 3 other friends. I have a fiber internet connection with 600/600 up/down speeds. My dedicated server runs on an Ryzen 2600 6 cores 12 threads CPU, 64 GB Ram, running on a m2 ssd. Ethernet is 1gigabyte to route.

I would think this would be good enough stats to have a smooth game play. Then I check my friends pings, it ranges from 25-35 ms.

I've change the QoS on my router to give priority to the PC running the dedicated server, but after all that, still can get rid of the rubber-banding, especially in space battles.

I don't see anything current on forums about this problem. When doing searches, I'll find 2020 or older messages.

Suggestions on how to fix this?

On a side note, we've played other multiple games with dedicated servers, like Abiotic Factor, 7 Days to Die, Ark, Conan, and do seem to run into this problem. Though I'd admit, kind of hard to compare those games with Empryion as the action / activies can be much different.

Anyway, just looking for some ideas as we really like the game, but the rubber-banding really detracts from the space battles. It occurs a little on stationary POIs, but not that much. It's the space battles where it can get really awful.
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treker_ed Feb 11 @ 11:51pm 
I'm not an expert in MP as I don't play, SP only, but generally speaking EGS is a voxel based game and is having to calculate the relative position of thousands of individual blocks that have gone into the construction of each vessel being used, along with your position inside. Takes a lot of computational power to do this.
You say it gets worse in space battles, well you have your CV, plus your friends 3 CVs, plus the NPCs ships, plus any space based POIS being rendered in and out as you move around the play field .... Takes a toll. Watching various online videos, I've seen servers crash due to the amount of stuff being rendered on screen. EGS is very CPU intensive because of all of the above. All the other games you mentioned are not voxel based.
One last point, the game also, for some bizarre reason, uses a single write database in the background. Fine for single player, but not so much for multi player usage. This also causes a bit of lag.
Last edited by treker_ed; Feb 12 @ 1:42am
codem Feb 12 @ 10:11am 
Perhaps, but my understanding was EGS also uses CPU threads. with 12 threads available, is that not enough to handle the calculations? I would hope this would not require a CPU ripper. Also, I believe 7 Days To Die is voxel based and don't have the same issue. It has it's own issues with lags when you blow up a building :) but that kind of just freezes the game. The rubberbanding is more frustrating in that one moment you're on the tail end of a Zirax destroy, blasting it. and then the next moment, its on your rear blasting you a new hole in your tail.

So basically I guess this answers me question. If everyone else doing co-op is experiencing rubberbanding, then it sounds like there is nothing much more that I can do to tweak performance on my side except to get myself a Grey Super Computer .
ravien_ff Feb 12 @ 10:48am 
7 days 2 die also doesn't have massive moving spaceships.
Just so you are aware, most games that have problems like this generally have CPU lag instead of multi core lag, try updating the server CPU to a Ryzen 7 or Ryzen 9 or switching the server to an Intel setup and see if this problem persists, I had a similar problem and it mostly has to do with the 1st cores CPU clock speed and or make sure your settings are set correctly in the BIOS as under clocked RAM settings can also be the culprit.
codem Feb 12 @ 10:17pm 
Thanks BlackHatEspeed. That is something to try. I do have a Ryzen 9 5950X 16-core / 32 threads and see if that helps at all.
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