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Visual lag for host on listen server

This has been pretty apparent for a while and it doesn't seem to be resolved yet.

For all Unreal 4 games, including the default third person blueprint game for example, the listen server host will see the clients twitching and their movements aren't smooth at all. It's very minimal when you press play in the editor, but once you export and compile the game the listen server host will always experience this visual twitching.

Any clients who connect will see the normal interpolation and the game runs incredibly smooth for them. I've taken the ability to use a listen server at all out of my game and I force everyone to use the dedicated server bat so that they don't experience this, but I suppose it's not really a permanent fix.

Has anyone else noticed this?

Product Version: UE 4.8
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asked Aug 04 '15 at 05:30 AM in Bug Reports

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TwinSeek
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avatar image Serellyn Aug 04 '15 at 09:07 AM

Not that I've really tested it but I haven't noticed this problem at my side.

avatar image eXi Aug 04 '15 at 12:43 PM

Hm, i haven't noticed something like that either. You may want to share your system specs. That would help Epic to solve this.

avatar image TwinSeek Aug 04 '15 at 05:14 PM

Actually everyone who downloads the game says when they host the listen server the host has 0 interpolation, so I don't think it's system specs. It always "teleports" a bit. I've tried even compiling the third person blueprint example for them, and it still does the same thing. I'll post a video when I can.

avatar image Ben Halliday STAFF Aug 05 '15 at 05:43 PM

Hi PolytizeMeCapN,

Can you zip up and upload that third person blueprint example project (not the packaged game) and share it with me? Thanks!

avatar image TwinSeek Aug 05 '15 at 10:50 PM

I appreciate it! Although it's really just the standard project.

Here's the one I just tried out: https://dl.dropboxusercontent.com/u/73643078/examples/awards/contest/lagfix.zip

The clients seem to get a full 60 frames per second with all the visuals running smoothly, while the listen server host gets some frame skipping for the walking and jumping animations. Is this just a hardware problem? And if that's the case, why does using a dedicated server seem to mask the problem?

Thanks again in advance!

avatar image Ben Halliday STAFF Aug 06 '15 at 05:30 PM

Thanks! I'm looking at the project now, but I can't see any internal logic for connecting Client to Server. What method are you using to do so?

Please also attach your dxdiag, just in case it is hardware related. Thanks!

avatar image TwinSeek Aug 07 '15 at 06:57 AM

This one I just compiled as 64-bit development for myself and the other dev team member and I used the open map?listen command and he connected. We each experience the full 60 fps uninterrupted animation only when we're the client, but there seems to be animation frame-skipping for the listen server host when viewing other players who are connected.

It's actually the same method for our platformer as well, taking keyboard input for the IP address and executing the "open" console command by converting it to a string through blueprint for the 32-bit shipping compilation of the game.

Then again, I don't think his computer is the best either, and since we're using the simplest means of connecting available I'd imagine that's probably the problem after all, eh?

https://dl.dropboxusercontent.com/u/73643078/examples/awards/contest/DxDiag.txt

Here's my DXDiag. I appreciate the help again!

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Hey PolytizeMeCapN,

I wasn't able to reproduce any sort of lag on the Listen Server using the method you used to connect in a packaged game, neither the one you provided nor any other I tested with. I don't see anything about the system that would cause this, but perhaps the connection isn't very good for the host machine? I might recommend testing this with the host somewhere else and see if that helps. Otherwise, using the netprofiler tool might help discover the source that's slowing down the server.

The reason using a dedicated server resolves this issue is because the dedicated server doesn't have any gameplay events being displayed, so each player is running as a Client and the server is simply running in the background.

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answered Aug 12 '15 at 08:21 PM

avatar image Hevedy Aug 30 '17 at 03:41 PM

I think this is my same problem the animations have lag/jitters when I host a listen server and I see the people like that in my game https://www.youtube.com/watch?v=UHPAmfHlYOA like in this whole video can see and min 0:41 how the animations have some kind of lag/teleport/jitters

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