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Great news!
I also own a Nitrado server, still have lagg especially around large buildings
Your client side changes couldnt lag out a server, because you cant request more that the server is willing to provide. If the server has max values set the changes made would just allow you to take full advantages of that increase.
And for what its worth I found this by searching limitations of Unreal Engine 4 not conan.. or ark
source for my inspiration
https://answers.unrealengine.com/questions/353439/how-can-i-increase-network-bandwidth-limit.html
also, should make this a guide lol
You have indeed found some settings here that affect player desync and building loading, but there are important things to consider before doing these changes.
The most important change you did:
[/script/engine.player]
ConfiguredInternetSpeed=500000
ConfiguredLanSpeed=700000
(For the record you should be changing these settings in
ConanSandbox/Saved/Config/WindowsServer/Engine.ini.
Engine.ini settings overrides what's in DefaultEngine.ini which overrides BaseEngine.ini
Same goes for all all the configuration files. It's best to leave the Base and Default configuration files alone, since we might update them.)
Anyway! Since you are starting your server with -LANPLAY it picks the second value.
We're still in the process of optimizing this code, and due to a few planned changes you will end up seeing buildings loading faster on your clients regardless of changing these settings soon.
But be aware that changing these settings can have a massive effect on your server performance. How badly depends on how many players you have connected. Currently no server admin should expect to see their game running smoothly with these settings with 10-20+ players. And even on servers with a low population as you've described, you can get noticable lagspikes if you have a massive building loading in.
What you're configuring here is how much data (in bytes) the server is allowed to send to each player every second. Buildings have a lot of data, and with the default setting of 15kbs it currently takes a while to send them to every player. If you increase it, you allow the server to send more (in your case 700kbs). And if your clients connection can handle it, it could work out fine.
The downside is that the server is now allowed to spend up to 700kbs a second per connection doing replication(networking) of data to the clients. Which means it will spend a lot longer time doing it each frame than it did before. Which means lower server framerate, and everything else in the game will suffer from it, like AI behavior not being able to update as frequently as it requires.
But we're ontop of these issues, and we have changes planned that will help with the desyncs and loading speeds. This is very high priority for us, and we hope to show you improvements soon.
tldr;
Yes this can help building loading and desync issues on low population servers, but it can have a big negative effect on your server performance if you get too many players. We don't suggest changing these settings, but obviously you're free to experiment at your own risk! We're ontop of what is causing the issues you speak of, and we're going to fix them!
Edit: Changed my reference from ConanSandbox/Saved/Config/WindowsNoEditor/Engine.ini to ConanSandbox/Saved/Config/WindowsServer/Engine.ini. Since these are server only settings, I should have given the server path! Sorry for the confusion
Great, thank you for the informations. So i will not touch this settings and wait for an update :)
I really hope this update will come soon because desync and slow loading is at the moment much worse than it was the first 1 - 3 days. We need to logout/login all 30 minutes because of desync.
https://www.youtube.com/watch?v=7UppcTg8XyA
I appreciate you taking the time to comment on my post. I as you can probably tell from my huge values that I was just sticking 0's in there as an attempt to resolve the very low network traffic issue I was having.
I wasn't suggesting this for everyone with large servers. As stated in my first post I'm at about 5 friends on a private server and I'm sure you could handle a few more with no problem.
Thanks again for the explanation
This is the bit I don't understand. Why buildings require a lot of data transfered?
As far as I can see only information client needs to recieve from the server to render a building are:
- Type of a building
- Owner of the building
- Status of the building (hp etc.)
- XYZ coordinates of several points of the building (for example 4 top edges in case of a Foundation or a bottom and one of the points at the top for Standing Torch)
Base on those few bits of data client should be able to render everything. And that amount of data even multiplied by thousands upon thousands of structures can't possibly impress any modern server.
The way I see it you need to reevaluate what calculations are done server- and what are done client-side since both constant desync, few seconds lags spikes and a building loading issue indicate that waaaaay too much information is being sent back and forth.
- We're sending too much data per building (This will be optimized, and will be a massive gain for building speed loading)
- Each building needs to be evaluated for replication to each client. What does the client already know? What do they not know? What has changed? With hundreds of buildings this can become quite expensive, even for modern servers.
- Unreal Engine 4 uses a single threaded replication system, so we're not gaining an automatic advantage of servers having multiple cpu cores available.
When the modding tools release, you will see how the building pieces are constructed. And you might gain some insight into how much data is actually required by the clients per piece for the buildings to work.
We're going to make this system smarter so that we don't have to send all the data we're currently sending, but we haven't gotten around to optimizing everything in the short year we've spent on the game so far! But we'll fix things as fast as we can.