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Lag using multiplayer synchronizer #29

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opened 2026年05月01日 19:27:11 +02:00 by EdouardKaci · 7 comments

Using multiplayer synchronizer on nodes propertie create a severe lag on steam (spacewar), around 1 to 4 seconds of lags, while there is no lag with local multiplayer simulated with hamachi , around less than a second of lag.
The lag doesn't append with RPC functions. only with data passed throught the node MultiplayerSynchronizer.

Using multiplayer synchronizer on nodes propertie create a severe lag on steam (spacewar), around 1 to 4 seconds of lags, while there is no lag with local multiplayer simulated with hamachi , around less than a second of lag. The lag doesn't append with RPC functions. only with data passed throught the node MultiplayerSynchronizer.

The peer itself can't even know if its a synchronizer or a rpc - we just pass bytes around. I would expect to see RPCs affected as well.

The peer itself can't even know if its a synchronizer or a rpc - we just pass bytes around. I would expect to see RPCs affected as well.

After some test we found out that there is indeed no lag difference between RPC and multiplayer synchronizer, but the project suffer low lag without using steam (Enetmultiplayerpeer) in local (simulated with Hamachi) (no noticeable ping) and there is a lot more lag with steam (around 2 seconds).
Also there is no lag with Steam.sendP2PPacket, tested with voice (discord and the game had no difference).
Empty project doesn't have any lag difference between Steam and Enetmultiplayerpeer.

After some test we found out that there is indeed no lag difference between RPC and multiplayer synchronizer, but the project suffer low lag without using steam (Enetmultiplayerpeer) in local (simulated with Hamachi) (no noticeable ping) and there is a lot more lag with steam (around 2 seconds). Also there is no lag with Steam.sendP2PPacket, tested with voice (discord and the game had no difference). Empty project doesn't have any lag difference between Steam and Enetmultiplayerpeer.

That's pretty weird. Is that empty project also using the Synchronizers? Though I guess that shouldn't matter at all, right?

That's pretty weird. Is that empty project also using the Synchronizers? Though I guess that shouldn't matter at all, right?

we tested alll the same condition with the same gd script

we tested alll the same condition with the same gd script

Well, I do not have enough networking experience to unravel this one. Haha.

Well, I do not have enough networking experience to unravel this one. Haha.
https://github.com/ValveSoftware/GameNetworkingSockets/issues/398

That makes sense then. Though I don't know I'd start messing around with outdated client files.

That makes sense then. Though I don't know I'd start messing around with outdated client files.
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