Constant Stuttering/Lagging

@michaelb @james can I request that we have a dedicated log for "Slow Network Warning"s that we can all upload please?
It should also log impact damage/deaths so you can see how much we’re affected and how the times correlate across servers.

At the moment the client seems to check every single click and keystroke with the server, which I imagine is a good anti-cheating mechanism but it does cause big issues with rubber banding when the client and server become out of sync. You end up swap something in your inventory over and over and then suddenly they all bounce back and you see that you’ve been clicking different items based on where the server thought you were clicking.

I think the client should have “priority” bumped up a bit and perform more interface functions without double checking with the server.

Should probably also increase the “steps” in which player “look” movement is broadcasted to the server and “glide” the movement when sending data out to other players.

Think all of this would massively lower overhead and give everyone a better experience.

This is because messages are arriving late.

Game client already runs with prediction enabled and doesn’t wait for server authority. This assumes responses from the server and only corrects when they’re different.

The rubber banding you’re describing only happens when the messages takes so long to arrive that they’re thrown away (over 1 second). When this happens the client is instructed to return to the last confirmed valid state.

The entity (non chunk / world loading) overhead is currently less than 1 Mbit.

(i suppose you can handle the german there xD, but it says no package loss)

And was the game rubber banding at this exact point??? :confused:

here i recorded it https://www.youtube.com/watch?v=3awNNHB6Hjw

you can see the lags there, especially look at the character animation when i open the inventory, you can see the lags there too but as soon as i tab out is when the animation becomes fluent, and when i tab back in the game its starting to lag again, and dont worry about the low fps, when i put all settings low i have 40 fps and still have the same lags

That all makes sense, but the bandwidth for entity overhead wouldn’t be as important as low latency right?

I’m just saying that if there’s lots of packets flooding at the same time some will get lost, so even though the bandwidth is very slim that feels to me like where some optimization needs to happen.

Anyway happy to admit if I’m wrong about that, but what about the additional log file I’m requesting?

Entities are everything that isn’t the world chunks: player actions, creature actions, machines, storage, doors, and the result of any interactions on the world. This stuff needs to be low latency or you or creatures or other players will bounce around.

We do send multiple packets per frame and have discussed coalescing these together.

(I’m not an engineer working on this stuff so I’m mainly passing on discussions I’ve heard.)

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Ok, dear developers and boundless players, plz sit down and listen closely, (i tell you a little lesson in trickery, just kidding xD) i now managed to discover what causes the strange lags i got, or lets say at least stops them. since i cannot explain why this is causing the lag but i hope the developers will find a solution.

so since the game is fully supporting controller usage i tried my xbox 360 for windows controller a few days before the lags occured, since then the controller was actually plugged in all the time, but at some time i must have plugged it out and didnt notice the lag right away…

because NOW when i plug in my xbox 360 for windows controller the lags stop immediately and as soon as i unplug it the lags are starting again … like what the hell xD? is this some mysterious conspiracy with microsoft xD?

Sorry Yawaly, but I’ve had the exact same described lags and I don’t even own a controller for my PC. Nor have I ever had one plugged in before.

Does make sense though, have seen other people getting more lag on systems using Bluetooth mice/keyboard/controllers.

The Devs didn’t seem to agree with me here but I’m pretty sure that packet density in boundless is just too high at the moment, resulting in systems actually having networking/Bluetooth conflicts as a result, leading to lag/rubber banding.

I use an Xbox one controller via Bluetooth and via Xbox RF stick for PC and face no stutter or lag. I also use a DS4 without any lag either. I do not think wireless controllers are the cause of the issue.

I’m not saying it’s the cause, I think that on certain systems where the WiFi/Ethernet and Bluetooth share common buses, the high packet density of boundless causes lag when using Bluetooth peripherals

Maybe, I was using a Bluetooth controller and Bluetooth head set connected to the computer but I was getting lag and stuttering so I switched the headset to my TV and things work very well.

Well why sry? i mean it might be seeming the same but i don’t think they are, i mean it is like it is i plug in my controller and the lags are gone xD, maybe you should plug in a controller than and your lags are gone as well xD

yeah i just find this amusing actually and by all mean i can’t understand why it is like that, i mean i even reinstalled the game xD, so its some weird lag windows or my system is having with boundless and somehow when i plug in my controller that cause gets solved? has anyone an answer to this :joy:?

No no , i don’t get lags when i use the controller, i get lags when i DON’T USE the controller, thats the fucked up thing,

Hey @yawaly - can you:

  1. Capture another video for us demonstrating the difference between having the controller enabled + disabled.
  2. Please make sure to show the debug details for the entire video.
  3. Ideally only use simple motion, for example only walking forward (this way it’s easier for us to differentiate between lag and your input movement.)

Hey @Wichall - we really appreciate your help and ideas with tracking down the source of these issues. We’re definitely not disregarding any suggestions until we can demonstrate they’re not a problem. I did comment that packet coalescing is something we’ve been discussed in the team.

Cool - thanks James. I really do think a separate “Slow Network Warning” log would help shine some light on it too!

ok i did as you said, as discribed in the video, the first walk is with the controller plugged in, the second walk is with the controller unplugged, i guess you notice the soundeffect when i unplug it the lags beginn, the fps drops too (not much but noticeable)

@Yawaly are you starting the game with the controller plugged in and then unplugging it to trigger the lag? I’d be interested to know if you get the lag if you unplug the controller and restart the game without it ever being plugged in (preferably even reboot your machine after unplugging it)

It’s possible that somehow once we’ve detected the controller we’re somehow querying it after it’s been unplugged and that’s causing the stutter, looking at the way the animation stutters in your first example I’m not convinced your issue has anything to do with networking at all.

Also just so we can try our best to reproduce it are you using a wired or wireless Xbox360 controller?

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