Hello!
We're running the online multiplayer shooter (webplayer clients, stack of authoritative Linux Unet servers), and now players started to report "jittery" behaviour during gameplay.
We use reliable sequenced QoS channel (with index 0) for sending game events and unreliable sequenced QoS channel (with index 4) for syncing vars.
We had similar issues before, they were cured with upping the values of NetworkDropThreshold and OverflowDropThreshold, but it seems that the new factor is...
Network problem, buffer overflow (in 5.1.3)
We're running the online multiplayer shooter (webplayer clients, stack of authoritative Linux Unet servers), and now players started to report "jittery" behaviour during gameplay.
We use reliable sequenced QoS channel (with index 0) for sending game events and unreliable sequenced QoS channel (with index 4) for syncing vars.
We had similar issues before, they were cured with upping the values of NetworkDropThreshold and OverflowDropThreshold, but it seems that the new factor is...
Network problem, buffer overflow (in 5.1.3)