[MP] Extreme Network Spikes when disconnecting grids
Playing on a dedicated server, I seperated a grid of mine in two pieces. This caused the entire grid to release steam and everything went off for a moment before it turned back on. This was clearly visible as the refinery modules turned red for a moment.
Here's a picture of my local client-side download spike:
The spike is visible in SE a few seconds after it actually happens (it basically freezes my game during it). This is a screenshot of the ingame statistics I managed to take
Interestingly, Only I get this spike when disconnecting the grids ( It is, however, also server side). Someone standing next to me ingame did not experience any spike at all. After seperation, Both parts of the grid are static and connected to voxel
Here is the Grid (complete) that I was seperating.
https://steamcommunity.com/sharedfiles/filedetails/?id=1491725828
Could also be related to this bug: When the grids are connected and I try to access its inventory, my local Simspeed drops harshly
The download spike that shows ingame is, however, in this case not visible in the task manager
IN GENERAL I've noticed that data packets are not properly throttled between server and client, momentarily pausing the server when the bandwidth is exceeded during said spikes. Data should be throttled more reasonably between server and client or perhaps some sort of send/receive check should happen in parallel. Either way, something could be done better here. It would be preferable for the client to suffer in this regard (similar to the "lag" experienced in games like Call of Duty) rather than the server, which affects everyone online.
IN GENERAL I've noticed that data packets are not properly throttled between server and client, momentarily pausing the server when the bandwidth is exceeded during said spikes. Data should be throttled more reasonably between server and client or perhaps some sort of send/receive check should happen in parallel. Either way, something could be done better here. It would be preferable for the client to suffer in this regard (similar to the "lag" experienced in games like Call of Duty) rather than the server, which affects everyone online.
Hello,
I can't see the pictures. Could you reupload them? Also I don't really understand how is the blueprint supposed to work and how am I supposed to place it, could you explain it a bit? Does it also happen without mods?
Thank you.
Kind Regards
Keen Software House: QA Department
Hello,
I can't see the pictures. Could you reupload them? Also I don't really understand how is the blueprint supposed to work and how am I supposed to place it, could you explain it a bit? Does it also happen without mods?
Thank you.
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
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