Unstable Network Ping
I am at my wit's end here. I'm creating a relatively simple top down coop shooter game using a listen server configuration. I have set up the network as such through the default engine ini:
[/Script/OnlineSubsystemUtils.IpNetDriver] MaxClientRate=100000 MaxInternetClientRate=100000
[/Script/Engine.Player] ConfiguredInternetSpeed=100000 ConfiguredLanSpeed=100000
I am basically at a spot where the client ping just refuses to stay stable over the course of play. I am successfully testing through steam with me being in North Carolina and my tester being in New York. Ping fluctuates constantly anywhere between 60-155 making the game unplayable from the clients perspective. Neither of us have problems with our net outside of the project and play games connected with no ping issues at all.
What are some things I can look at to ensure I am creating a stable network environment for play as far as this fluctuating ping. I understand working on network relevancy and keeping the network overhead as low as possible. Nothing crazy is going on in game....Just shooting some spawned enemies as they try to destroy the player nexus. The character movement components eat up the absolute most as far as networking it seems but I can't seem to explain why the game itself remains unstable. Any help is very much appreciated!
Respectfully, Jason Gomez
asked Jul 20 '17 at 03:13 AM in Using UE4
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