I’m asking about the UDP to TCPIP failover - which would be captured in the game log.
Basically - Boundless attempts to send player input to the server via UDP because it’s likely to be a little faster. But if this fails, then the client will fall back to TCPIP. The process of falling back could cause a little stall.
- We can see in the latency graph that there are periods of UDP traffic in green.
- Then there is a latency spike of ~1s.
- Then ~4s later the UDP traffic starts again.
So what is causing the UDP traffic to stall?
You could try disabling UDP and see if you still get these spikes.
But I would also suggest having a rummage in your router config for UDP settings.