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

lFearlessBanana
Fri, 17 Oct 2025 16:50:54 +0000
Multiplayer & Networking

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.)

4 posts - 2 participants