Net Update Frequency = send rate???
i been trying to understands this for a few days already but i still don't get it
what is netUpdateFreq? if i set this value at 100 does that mean it replicates 100 times per second? and if so what happens when the fps of the host is below that? lets say 70fps, does that mean the variable replicates only 70 times per second?
how does this relate to dedicated server tickrate? i thought the server tickrate was the amount of times data is being sent per second, so if server tickrate = 30 it sends data only 30 times per second. What happens if i set a netUpdateFreq of 100 and a server tickrate of 20? is this variable replicated 100 or 20 times per second?
I'm not a super expert in the subject, but for what I've learned so far; NetUpdateFrequency is just the max number of tries per second an actor is going to try to send an update. I'm assuming it won't try more than once per tick though. So if your "sender" is at 100 fps, and the "receiver" is at 20 fps, the way UE4 handles it would depend on the "Reliable" setting of the data sent over. Reliable means is going and try to figure out what to do with all 100 packages, Unreliable means is not going to bother to catch the missing 80.
Your server just can't run the script more than once per tick, and 30 fps means 30 ticks per second, making that 30 ceiling of actual tries made. NetUpdateFrequency is just the max. but overall is most often than not be determined by the fps. Which is why a high performance expensive to run game would wanna do multiplayer with a Dedicated Server. A Dedicated server is just the back-end, so no graphics or sound or UI. So it can run at much higher framerates than any client of the game could.
answered Nov 19 '18 at 08:36 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here