Baseline Lag on local server

Hi all

I am busy refining my networking and what I’ve found is that the engine seems to have a “baseline” lag. I am running locally with a dedicated server. I have tried this both in-editor and with shipping builds for both client and server.
It seems the engine has a minimum lag of around 8ms.
I have measured the lag both via the playercontroller ExactPing and also manually sending packets back and forth measuring the time. The results are consistent.
I have tested this on an empty map with no actor replication other than the player pawn.

Does anyone know if this is inherent in the engine or if there’s something I’m missing? 8ms is significant considering my lag to a cloud server in my town is only 5ms. I feel that on a local machine this number should be 0.

Thanks a mil

Not sure how the ExactPing is calculated but packets going through the NetDriver may be queued/delayed before actually being sent via UNetConnection::LowLevelSend.

I guess i’m going to have to debug the engine code. Nobody seems to have an answer on this. What concerns me most is that not one person I have discussed this with has ever even been aware of the ping they are getting when simulating locally. I would have thought this was quite important :slight_smile: