Should I cap FPS on a Listen Server and what are the recommended network settings for a 2-player game?

Hey everyone,

We’ve created a listen server using Steam Advanced Sessions in Unreal Engine, and our tick rate is set to 60.

Since the host player also acts as the server in a listen server setup, I’m wondering — would it make sense to cap the FPS on the host’s side?
If the host’s FPS is very high (while the tick rate is 60), could that cause any latency or stuttering for the client?

This is just a 2-player game, so I want the experience to feel smooth and well-synchronized for both players.
Also, do you have any bandwidth recommendations for a small 2-player setup?

Lastly, what are the recommended DefaultEngine.ini network settings for a listen server like this?

Thanks in advance!

(Below are the NetProfiles of all actors from the beginning to the end of the game.)

I needed this question as well so I asked AI and share here.

On how FPS effect host/client.
If Host FPS = 120, then Server is ticking ~120 times per second.
If Client FPS = 120, client simulation is updating 60 times per second.

  1. The host gets twice as many input and physics updates.
  2. The host’s attack montages, traces, or projectiles happen at finer timing resolution.

On Recommended Network Settings for 2–4 Player Action Game (Listen Server)

[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=2000000
MaxDynamicBandwidth=500000
MinDynamicBandwidth=10000

That’s 2 Mbps (≈250 KB/sec) total outgoing bandwidth from the host.

Caps each player at ~0.5 Mbps (≈62.5 KB/sec).

Ensures each client always has at least 10 Kbps (≈1.25 KB/sec) reserved.

Optional Tweaks:

Lag spikes during effects (particles/projectiles) → raise TotalNetBandwidth

Players with poor connection dropping packets → lower NetServerMaxTickRate

High CPU usage on host → lower NetServerMaxTickRate

So should I cap the server’s FPS at 120 then?
What should the NetUpdateFrequency be for my character to ensure smooth replication without unnecessary network load? Should this value match the tick rate (60)?

How should the Character Movement (Network) settings be configured to ensure smooth and accurately synchronized movement for both players?

Raising NetTickRate will increase bandwith usage. Increase NetUpdateFrequency will increate CPU usage.

Character movement interpolates the last input. If you see player’s position get yonked around, it’s a combination of latency and package lost.

I personally would never cap FPS. In your case, set the TickRate according to the higher average FPS for Server. Then lower TickRate if client lag spike or increase Bandwith.