Hello, I’ve been developing a multiplayer game to learn networking and C++ in UE4. I’m using advanced sessions plugin to connect players, one of them acting as a listen-server.
However, I’m having the following issue:
I opened the listen server for connections and the listen server’s game fps goes beyond 120. Client One then joins and both are playing with no lag. Then, Client Two joins, as soon as he joins, network lag starts to happen to both him and Client One, things such as delay, movement snapping, etc. and the game becomes unplayable.
Then, if I cap listen server’s fps to be anything under 121, the network lag stops completely. Literally night and day difference, if the listen server’s fps is > 120 (even 121) and there is more than one client connected, the game suffers with unplayable lag. As soon as I cap listen server’s fps to be <= 120, everything is smooth again.
I tried messing around with the fps cap for the clients, and there is no difference; the only difference is when I mess around with the listen server’s fps cap.
As a starter on UE4 C++ and Networking, I have no idea why this is happening, and I wish the game could go beyond 120 fps. Is this behavior normal for UE4? Thanks!