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Stonehearth multiplayer laggy
Stonehearth multiplayer laggy










stonehearth multiplayer laggy
  1. #STONEHEARTH MULTIPLAYER LAGGY HOW TO#
  2. #STONEHEARTH MULTIPLAYER LAGGY MODS#
  3. #STONEHEARTH MULTIPLAYER LAGGY PC#

1546896757352 : Framadrop - Share files confidentially.If you have any kind of solution… bonus question : is there a way to force the game using local multiplayer (we are on the same network) instead of using internet ? Maybe the bandwidth will be better… and big bonus : is stone road are faster than wood road !!! It’s seems not… ? on every map : the host use 80% for network_send and it’s really laggy.on dirty maps (stuff on ground everywhere, around 60 heatling on the map) : there is a huge CPU problem, very bad FPS performance (around 10-15 FPS).And the clan was switched by the way I change some data in server_metadata.json for switching clan but it produces an endless load game…

#STONEHEARTH MULTIPLAYER LAGGY PC#

I didn’t try a real game hosted on PC 2, but the loading time is way more reduced on this one… maybe a clue… I tried to copy my save from PC 1 to PC 2, the game start but impossible to join (it says server full). When game paused, the network drop (normal ), the GPU gain ~20% of activity and the game is much smoother. ~5-7Mbits/s seems to be a cap in bandwidth ? I think our hardware can support much better than that, maybe uploading more than 5Mbit/s will be a solution ? We didn’t try “32 bits” but read that it wont change anything. The GPU work more or less harder (15% min - 60% ultra), but the FPS are still the same (25-35 FPS). Tweaking the ingame graphic settings doesn’t seems to do anything on FPS or LAN. We play in multiplayer last AAA games or Battlefield without any performance issue on both PC so I don’t think it’s a hardware issue… ? Still we are above recommended requirement according to Some Technical Stuff – Stonehearth

stonehearth multiplayer laggy stonehearth multiplayer laggy

#STONEHEARTH MULTIPLAYER LAGGY MODS#

Game version on both PC : W10 64 bits, Stoneheath v1.1.0.r949 圆4 with ACE v0.9 - no mods ~30-50% CPU usage, 40% GPU usage, ~5-7Mbits/s download, 2GB RAM usage ~50-80% CPU usage, 40% GPU usage, ~5-7Mbits/s upload, 3GB RAM usage The little cloud in that shiny blue sky is the lagġGbit/s optic fiber bandwidth, LAN connection no wifi Well done ! And the game is so stable, no crash at all !

#STONEHEARTH MULTIPLAYER LAGGY HOW TO#

More I play, more I enjoy it (70 hours now) and learn how to manage the engine and the IA, it’s really clever, funny and interesting.

stonehearth multiplayer laggy

So I’m making this topic, with hope, to send my save files and, also, to say that I LOVE this game, guys you did an amazing work. So I read a lot about that on this forum to find a solution… and found some usefull ones (reduce number of heathling, reduce number of stuff on ground, reduce number of owned stuff, make ladders everywhere…) that reduce bad CPU performance but I’m still having a barely playable game because of huge network_send percentage (70-90%). This typically means minimising the size/amount of data transferred, and packing multiple things into packets to reduce number of packets sent.Ĭ) Handling the CPU load of multiple clients.īecause Stonehearth has never been tested across Internet connections, or with the load of multiple clients I suspect it’d just plain fail to handle multi-player properly regardless of whether or not the developers have slapped a few “need changes for multiplayer here” comments in.Yes an other guy, with an other post about bad performance and lag. This can be a serious problem when one player has client and server on the same computer (and gets 100 ms latency.ī) Handling the networking bandwidth (especially for people with older/slower network connections, especially when they’re running the server). if one player uses an item first, then the other player uses the same item that should be “gone” because first player was first but server receives later player’s packets before it receives first player’s packets, so server decides “first was last and last was first”). Some form of prediction (client predicts where moving objects will be, because it can’t know where they actually are due to networking delays) A) Mitigating “Internet lag” (round trip network latencies that are often as bad as a quarter of a second) which requires:












Stonehearth multiplayer laggy