I’m getting a lot of lag when testing a client to dedicated server 3rd person multiplayer template setup. When we tested internally (3 clients to 1 server), no lag, but externally, a lot of lag both with camera rotation and actor movement (1 client to 1 server)
External testing was done with a laptop on a free wifi hotspot, resmon in win 7 showed 9 kbps usage for the client, youtube showed 1 Mbps hotspot speed. I had the server running on a pc with a 3 Mbps internet speed. We have a wireless radio connected to an internet tower. The radio works as a first hop, then is wired to a router where internally everything is wire connected. We have UDP 7777 fowarded on the radio POE and port 7777 with the server static ip address forward on the router with ddwrt.
I’m coming from a 3D animation and c++ programming (minor) background, but I’m very light with networking. Our game is going to be online multiplayer, so I need to start with and master networking before getting to the game dev.
I know the above setup isn’t optimal, but for testing I thought it should perform adequate. Can someone point me in the direction of what I need to research, try or learn? Thanks.
Just to understand, the map and actor are loaded on the client, and camera/actor input is sent to the server for confirmation before sending back to the client for movement…is that right?