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Clamping tickrate for client and listen server

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