The more i look about it, the more i think there is something corrupted in my files. I crashed yesterday during a check run and there seems to be a problem with my player ID. If you check my game logs, there are always error messages about my player ID when i enter a world. I think this causes the lags. Yesterday, after the crash, we could see this in the game log:
[2016-12-25 00:16:49] ERROR ERROR
[2016-12-25 00:16:49] ERROR Unknown Error
[2016-12-25 00:16:51] ERROR ERROR
[2016-12-25 00:16:51] ERROR Unknown Error
[2016-12-25 00:16:51] INFO login succeeded
[2016-12-25 00:16:51] INFO got player failed (player already active on a world)
[2016-12-25 00:16:51] ERROR [ERROR] 25: Failed to retrieve player data.
[2016-12-25 00:16:51] INFO Only OK if refreshing GUI layout
[2016-12-25 00:16:51] ERROR ERROR 25
[2016-12-25 00:16:51] ERROR Failed to retrieve player data.
[2016-12-25 00:16:52] ERROR ERROR 25
[2016-12-25 00:16:52] ERROR Failed to retrieve player data.
[2016-12-25 00:16:52] INFO login succeeded
[2016-12-25 00:16:53] INFO got player failed (player already active on a world)
[2016-12-25 00:16:53] ERROR [ERROR] 25: Failed to retrieve player data.
[2016-12-25 00:16:53] INFO Only OK if refreshing GUI layout
[2016-12-25 00:16:53] ERROR ERROR 25
[2016-12-25 00:16:53] ERROR Failed to retrieve player data.
For me the problem was partially solved by changing the draw distance to minimum possible. Only partially because it happens when I sprint and there is a lot of terrain information to load. I’m guessing this is because I don’t have super fast internet?
Then we don’t have the same problem, changing my graphics to lowest don’t change anything beside the FPS that comes up, but lags are still the same. I hope somebody will give me feedback on my game logs. I wonder if everyone gets the warning about players entity not found when they warp to a world.
It looks like you have a decent connection (11ms ping, 46Mbps down, 10 Mbps up, low latency to US servers, and a consistent ping).
Reducing the game to the lowest graphical settings shouldn’t really affect the latency. (In the past the game didn’t handle low fps connections terribly well but we re-implemented much of the networking to resolve this.)
In which case - it looks like the latest update has introduced an issue that has caused this. Clearly there is something in the client that is causing these large stalls.
There is nothing obvious in the client logs (or server logs) that would suggest there is a problem.
This is almost definitely a different issue - either your connection was down or something else. I would hope that if you rerun the game these issues would not reoccur.
Assuming that the original issue is in the client then we’ll only be able to investigate this once the dev team is back in the office in the new year. I appreciate this isn’t really helpful for you at the moment - but hopefully you can be patient.
I’m sure the team will have some more questions for you and may ask you to try some custom builds that include more logging.
Additionally - can you confirm that once you’ve entered the live Worlds from the Sanctum the connection is always poor after the update. Or is it sometimes playable and sometimes bad?
Thanks for the reply, i don’t mind waiting if i know my issue is assested.
1 - When i enter the Sanctum, it’s allright and i don’t have any problem, has soon as i enter a world, i have intermittent lags once every 10-20 seconds. It could be playable but very irritating
2 - When the lags occur, i get the “slow network” message at the top of the screen showing 600 to 2000 ms.
3 - it’s intermittent but consistent every 10-20 seconds. I’ts the kind of problem that will make you character jam and reapear couple of blocks away.
When the game crashed i had exactly the same lags so i figured it could be linked
Ok thanks. (For me) this would suggest an issue with the game, and given that a few others are reporting similar issues then there is likely an issue in the game client. Sorry about this. And thank you for taking the time to share the details.
I’ve forwarded all these details to the devs who originally implemented the networking code - and will let you know what I hear back… (It might take until the New Year as not everyone will be online.)
Hello i’m back again me and my bro having same prob just mine was so bad that it was kinda sad and funny at the same time i cant get in boundless taking a break for a bit while i have access to a few other game betas
Okay. I have to take back my previous comment. The problem persists. It got better for a few days but it is back. I haven’t changed my graphic settings. The draw distance remains as low as possible and still, like @DoomsdayKnight said, there are lag spikes every few seconds with rubberbanding. I keep falling into pits I’m trying to avoid, thanks to this.
Same here, After playing the networktesting beta a couple of minutes, i still have the rubberbanding and slow network message at the top of the screen.
2. What is the performance of your local Internet connection?
3. Is your connection experiencing packet loss?
No, consistant 30-35ms ping to 54.206.109.110 ( I think this is the Australian server ), No loss at all over an hour play with multiple slow network : notices.
The pattern shown on the network graph is fairly consistent
surge of use of all download bandwidth (not always but most of the time)
followed 30 seconds later by the server not replying
and eventually the client seems to notice and gives a slow network report
and re-establishes communication.
usually to repeat the pattern again 3-10 minutes later.
If I quit boundless while there is no communication between client and server, boundless freezes and windows has to force it to close.
Update 4-5 pm 9 Jan 2017: I’m having 30 seconds of lag to every 3 minutes of game play on Andoweem. By 5:30pm It’s down to 30 seconds of lag to 30 seconds of game play. ( completely unplayable )