Hi. I have a multplayer game that is public but still being worked on. There are no dedicated servers as I’m a blueprint only dev and that’s beyond me.
Listen server is working well for 1v1 but we’ve expanded the scope of the game to 2v2.
I had thought the server tickrate was clamped at 60fps. however, when 4 players are in the game and the server playter is running at 144fps, , the connections seem to get saturated and theres warping etc. But when the server player changes to 60fps, things immediately smoothen out.
This is a quake/ut style game.
Here’s (below) is the networking section of defaultengine.ini. you can see ive clamped tickrate for client and server, which i thought should have been preventing this, but doesnt seem to be working.
I swear this was working at one point and I was running as server with uncapped frames without networking issues. advice welcome.
4.24. Making use of Advanced Sessions + Advanced Steam Sessions
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=***
SteamAppId=****
GameServerQueryPort=27015
bRelaunchInSteam=false
GameVersion=1.0.0.0
bVACEnabled=1
bAllowP2PPacketRelay=true
P2PConnectionTimeout=90000000
; This is to prevent subsystem from reading other achievements that may be defined in parent .ini
Achievement_0_Id=""
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxNetTickRate=60
NetServerMaxTickRate=60
LanServerMaxTickRate=60
NetClientTicksPerSecond=60
bClampListenServerTickRates=true
MaxClientRate=80000
MaxInternetClientRate=80000
[/Script/Engine.Player]
ConfiguredInternetSpeed=80000
ConfiguredLanSpeed=80000