x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Help understanding network stats

I've been trying to find the cause of some network lag issues I'm having, so I found the "stat net" console commmand, but I need some help understanding what I'm looking at:

alt text

Now several of these properties are self-explanatory, but I would appreciate it if someone could elaborate on the most important stats, acceptable ranges thereof, and clear indicators of problems.

Some more specific questions I have on the topic are:

  • How is ping calculated when I run two instances of the game on the same machine?

  • Does 'ProcessQueuedBunches' refer to RPCs waiting to be sent? And what would be considered an acceptable 'CallCount' ?

  • What exactly is the difference between 'Num Considered Actors' , 'Num Prioritized Actors' and 'Num Relevant Actors'?

  • Does a lower count of 'Num Replicated Actors Sent' than 'Num Replicated Actor Attempts' indicate a problem?

  • What does the term 'Bunches" refer to?

  • What would EpicGames set as a limit for 'In Rate' / 'Out Rate' / 'ProcessQueuedBunches' / 'NumNetworkedActors' / 'NumRelevantActors' for a game, such as Fortnite or Unreal Tournament?

  • Is there any more documentation or guides on network efficiency (beyond the Intro to Blueprint Networking series)?

Any helpful information is much appreciated!

Product Version: UE 4.8
Tags:
netstats.png (82.4 kB)
more ▼

asked Aug 19 '15 at 07:15 PM in Using UE4

avatar image

Timmeh_ZA
116 12 17 20

avatar image mhnoni Feb 06 '16 at 02:30 PM
  • bump

i would like to know that too specially "what would be considered an acceptable 'CallCount' ?"

avatar image mhnoni Feb 09 '16 at 03:51 PM

can we get any info pls ?

avatar image mhnoni Jun 04 '16 at 07:13 PM

anyone can explain above pls ? from UE team may be ? as i have less than 100 calls and 10 kb but i have lag .

avatar image MADHOUSE Sep 13 '16 at 12:35 PM

Greetigs, I would also like some details on this. It would be very usefull with some example of what good values would be, and what values would become a problem etc.

avatar image Rumbleball Apr 06 '17 at 01:57 PM

+1. Network documentation is good for understanding how to use the replication system on the highest level. But lacks much information on the low level. Like: What if an TArray is bigger than 10KB (10KB is default bandwidth) and needs to be replicated? Is the network data send out on a per frame basis? As mentioned above, what is meant by 'bunch'? What if the data from multiple actors combined in a single frame is more than 10KB?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question