Why is ping so high when client & server are on the same machine?
When using the 'net stat' command, the client is reporting a ping of ~35, even with the client instance is running on the same machine as the server. How should we be interpreting the ping value reported here? Is this expected or could there be a setting that is artificially increasing latency for us?
We have verified that PacketSimulationSettings are turned off (i.e. PktLag=0, PktLagVariance=0, etc).
Any insight would be appreciated.
I have attached a screenshot showing our net stat output (server & client running on the same machine).
asked Jul 14 '15 at 03:37 PM in Using UE4
35 milliseconds is suspiciously close to 30 fps. Does this value match your frame rate?
Without looking at the code too closely, I suspect this relates to something that is only called once a frame - possibly UNetConnection::Tick().
I wouldn't worry about 35 milliseconds. Keep in mind that client side moves (that originate from player input) are only passed from the client to the server once per frame (via a reliable message) - any network latency is on top of this.
answered Jul 14 '15 at 09:19 PM
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