replication with nDisplay cluster

Hello Stephane,

For a matter of test, we also launched both dedicatedandlisten servers for testing, and it seems all is working well.

Please find comments below:

Jerky motion replication. Note that my test case is very simple and launches three editor nodes on the same computer.

This is the nature of networking. Data packets are not sent for replication every single frame but gathered in buckets and has own algorithms for distribution. You might try improving the behavior by tuning up the replication rate parameters but it wont be perfect unless you implement your own smoothing alignment methods that works specifically for your case.

I would recomend to look into the Vehicle template and code that handle movement which is not simple.

  • very frequently one of the nodes is not synchronized at startup and never sync

Over time, the player’s camera becomes out of sync. Even some nodes no more respond.

The default player pawn and controller are not designed for nDisplay and synchronous capabilities. You have to implement custom input that only works on the “driver” machine and control camera too and then passes to the nodes. I dont think that replication is the best methods for camera, cluster events are much more robust in that regard.

in Switchboard multiplayerServer devices does not seems to be mandatory. Probably embedded in the primary node when setting “Multiplayer Server Mode” to “Listen Server”

There is 2 modes of operation, dedicated server - standalone console application which run server side and must be compiled from source, and listen server where primary node do the role of the server, keep in mind that listen server node going to be always one frame forward than cluster because its not only server but node at the same so there is no delay for packet transfers.

In Switchboard, Iin the “Tools” menu, I do not have “Testing” as mentioned in your documentation.

This portion was experimental and not part of the Switchboard.