Hello,
We experience a very curious phenomenon in our project.Our racing game combines splitscreen with online multiplayer. There are no dedicated servers, but one player hosts the game (using Steam as OnlineSubSystem) and others can join. Both clients and host can add local players as well, if they want to use splitscreen in order to play with others on one PC.
As far as we can tell, the replication works fine, except for a few minor details, we are currently looking into.
However, while on the host-side everything is fine and runs smoothly, on the client-side there is a significant lag of the client-controlled vehicle. The host-controlled vehicle, though, looks smoothly even on the client side…
We already tried to improve the replication concerning the net update frequency, the net priority and also the replicated movement, but so far without success.
Has anyone any idea what could cause such problems or what else we could try?