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In a decently large base (pallisade, tower, 2 story 6x4 house) my client generates 30 to 60KB/s traffic up and averages around 50KB/s.
Far away from any bases my client generates 10 to 40KB/s with a steady state around 30KB/s.
For people with DSL that upload rate can be greater than they can handle. Once that happens it appears a the second problem kicks in. The server appears to have a action queuing system and if one player is failing to send updates then everything just halts for the other players.
This is particularly obvious when a player is hosting and still lags due to some other player.
For many users I bet they see 0 issues, I'm suspicious it only impacts DSL users who have limited upload bandwidth. For much of the world DSL is going away but for many people it's still the only real option.
This implies the client is sending world info to the server, once the server vettes the clients assertions the server sends it back and you can interact with them. If the bandwidth limit is severe enough as you walk on you'll eventually come to an empty world, no trees, no rocks, no animals no nothing just rolling hills and grass. As you keep moving your client can't send info to the server fast enough to keep up and just gets further and further behind.
https://steamcommunity.com/sharedfiles/filedetails/?id=2393385875
20 seconds later some of the trees show up (haven't moved, facing same direction).
https://steamcommunity.com/sharedfiles/filedetails/?id=2393386077
Another 20 seconds or so and the full world blips in:
https://steamcommunity.com/sharedfiles/filedetails/?id=2393386250
You can see telemetry information by pressing F2. Here's the data rate shortly after those pics. Note the client transmit rate is 59KB/s, 0KB/s from the server because it's still waiting for the bandwidth limited transmit from the client. Any DSL circuit will be hard pressed to sustain 60KB/s, and it's way over the bandwidth of a normal 10 or 15Mbit DSL circuit.
https://steamcommunity.com/sharedfiles/filedetails/?id=2393386429
"This is a well known issue, the server utilises a netcode similar to p2p which is awful for dedicated servers. Meaning that it can lead to lag when playing with more people and standing next to each other.
This is nothing that can be fixed with more CPU or Memory, this is simply because the one with the slowest Internet connection dictates the speed of all others as well and this can lead to lag / de-sync and rubberbanding.
Once you guys run in different directions of the map and do not stand next to each other anymore, you will notice the lag will get less and you can start playing again smoothly."
Hopefully Iron Gate, who have done an overall tremendous job, will rectify this and rid us of P2P.
Good gaming.
All the players form a connection web where each client will send its data to every client. All the clients together maintain the world you're all playing on. If someone is having a problem then everyone has a problem. This is one of the reasons the multiplayer is capped to 10 players.
It would be great if the game moved to a more traditional server model for server/client but that's going to be a lot of work and it won't happen anytime soon if it did.
Actually it was pretty apparent from how they set up hosted connections and how the dedicated server set up worked that the latter was essentially a p2p hub. Mostly I was proving it not deducing it.
The dedicated server doesn't even do any sanity check from the client input. If you're lagging and start stuffing coal in a smelter you can easily get 25 or more in rather than the 20 limit before the game notices, likewise you can get 15 or more ore in rather than the 10 limit.
I agree moving to a traditional server model isn't going to happen anytime soon but if they could cut the client upload traffic in half they'd pretty much get rid of most of the lag issues since it's so close to the DSL limit.
I imagine if there was a poll among people who experience lag the vast majority would have a DSL connection, the remainder probably have very bad internal wireless.