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Desync in multiplayer on 90%+ cleaned levels
http://www.runestorm.com/forums/viewtopic.php?f=114&t=79600
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Author:  Inorien [ Tue Dec 12, 2017 2:06 pm ]
Post subject:  Desync in multiplayer on 90%+ cleaned levels

Hi

I've been trying to play a 3-person multiplayer game. Before doing very much at all, near the start of the game, both clients were reporting desync issues - for example, the stereo appearing in two places at once.

Detail:
I (the host) place the stereo at one end of the level. This is the only stereo I can see and hear.
Client at the other end of the level reports seeing a stereo at its original spawn point. He is able to control the stereo, and pressing any controls on his "ghost" stereo cause it to disappear, while the sent command is reflected on mine. For example, client hits pause, my music pauses, his stereo disappears.
When I click play, his stereo reappears.
Note that this occurs in absence of the net actor saturation message.

Occasionally the net actor saturation message appears, typically after many footprints are created. This is accompanied by intrusive lag. We understand that this is an engine limitation, and confirm that the message and lag are dispelled by cleaning up some footprints.

Interestingly, towards the "completion" of a level, clients notice increasingly bad desync problems. This is much more noticeable when the level is almost completely cleared of all objects.

Detail:
Small map (for example, Paintenance Tunnels) is 90%+ cleared, estimated by observation.
Client walks to an area of the level containing one yellow bin with 3-4 body parts inside.
Client does not see the bin. Client waves an object in the air, colliding with the invisible bin and knocking it over.
For the client, first blood decals appear, then body parts, then yellow bin, over the course of a couple of seconds.

We're not sure what causes this type of desync. No net actor saturation message is displayed during this event. The area this takes place in has zero messes, confirmed by sniffer checks.

Another type of desync:

Host places a stereo, playing, on top of the blue personal items box.
Host sees stereo upon box as expected.
Client sees stereo fall into through lid into box.

Again, this occurs in absence of any net actor saturation message.

Technical details:
Hosting computer:
Windows 10 Fall Creators Update version
Intel i7 3770 3.4GHz
nVidia GeForce GTX 1060 6GB
16GB RAM

Hosting Internet Connection
76Mbps down
16Mbps up

Client Internet Connections
50+Mbps down
10+Mbps up
Ping <15ms to Host

Server Settings
All default, aside from:
Game passworded

Net actor limit was tested on all settings with no dramatic improvement. The highest setting, which came with a warning about potential problems between client and host, had by far the worst performance.

Any help on fixing or mitigating this problem would be much appreciated.

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