How my crew fixed desync, lag, and slow base loads.

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scoobydooz
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How my crew fixed desync, lag, and slow base loads.

Post by scoobydooz » Wed Feb 08, 2017 12:19 am

Im running a Dedicated Server with 4-5 guys on it. our base got big enough to where we would walk away to get resources, come back and have to restart the game to load the base.

I made a few changes to network speed related settings. I was seeing max traffic on the server at ~300Kbps... im now seeing 2.3Mbps with spikes to 5+ for initial loads (instant loads)

On the server I changed..

...\common\Conan Exiles\Engine\Config\BaseEngine.ini (more tags are here im just listing the ones I changed)

[/script/onlinesubsystemutils.ipnetdriver]
MaxClientRate=500000
MaxInternetClientRate=500000
NetServerMaxTickRate=60

...\common\Conan Exiles\Engine\Config\BaseGame.ini

[/script/engine.gamenetworkmanager]
TotalNetBandwidth=6000000
MaxDynamicBandwidth=500000
MinDynamicBandwidth=500000


I made the above changes for good measure but I also changed my start script to use the lanplay tag, UE4 *should* read this as 'remove server bandwidth limitations'

..ConanServer.exe -LANPLAY -log


after making the server changes I noticed no increase in throughput so on each client playing we changed.
...\common\Conan Exiles\Engine\Config\BaseEngine.ini

[/script/engine.player]
ConfiguredInternetSpeed=500000
ConfiguredLanSpeed=700000

...\common\Conan Exiles\Engine\Config\BaseGame.ini

[/script/engine.gamenetworkmanager]
TotalNetBandwidth=600000
MaxDynamicBandwidth=500000
MinDynamicBandwidth=500000



Im not 100% sure if all those changes were needed to get my desired effect. Maybe a Dev can chime in or use this as info for debugging.

most of the issues I had experienced with slow base loads, rubberbanding, lag and other problems seemed to be a result of the client getting ahead of the server. that to me was seeming like the network was choked when logging back in fixed it. From there watching a friend load the base over a 45 second period with the server only sending ~100-140kbps then dropping off after it loaded is why I tried removing the default network restrictions in UE4. Like I said above now i see a split second 5Mbps spike when loading the game at the base and it appears instantly.

Im assuming this fix is only needed because the game is still not optimized network traffic wise, but this change was a total game changer for me.

scoobydooz
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Re: How my crew fixed desync, lag, and slow base loads.

Post by scoobydooz » Wed Feb 08, 2017 12:28 am

Make sure to back up your work before you make any changes!

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Edge100x
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Re: How my crew fixed desync, lag, and slow base loads.

Post by Edge100x » Wed Feb 08, 2017 1:06 am

Raising the rates is a great idea. Raising the tickrate might also help for small servers, but for large servers, it will hurt performance, because CPU usage will go up too much (large servers should actually consider lowering the tickrate).

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Freyar
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Re: How my crew fixed desync, lag, and slow base loads.

Post by Freyar » Wed Feb 08, 2017 7:21 am

Is the command line switch doable on a non-VDS?

Is it possible to move backups to a subfolder in the config dir?

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Re: How my crew fixed desync, lag, and slow base loads.

Post by Freyar » Wed Feb 08, 2017 7:29 am

Sorry for the double, it looks like I can't edit the previous.
The changes resulted in my server failing to start. Good thing I've got my reverts available.

scoobydooz
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Re: How my crew fixed desync, lag, and slow base loads.

Post by scoobydooz » Wed Feb 08, 2017 8:19 am

Honestly, just increase the tickrate on your easy setup to 60 if you have a small server. You'll be happy with that.

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