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Rubberbanding


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Many months have passed, huge lag and rubberbanding are still here. Half of negative comments on steam are about this issue. Many people (including mysef) tested dst on different pcs, different connections and we all know that the problem is the game not our specs. Is there any ETA on fixing this issue ?

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Hi and welcome to the forums @malakhaj the spaghetti code that-nvm   Have you tried doing the command "ThePlayer:EnableMovementPrediction(false)" in the console? I can most of the time play on a server with(allegedly)200 ping when I have movement prediction disabled, try doing that and maybe it'll play out better.

"ThePlayer:EnableMovementPrediction(false)" does prevent rubber banding but it replaces it with a different sort of lag. Rather than rubber banding or warping around you move very slowly/choppily or simply stop moving. It's not really a fix it's just a different type of lag. This seems to get more extreme the further you get into the game. I've been playing the game since the beta launched and have yet to find a fix. When we get up over day 100 we usually have to just quit and start a new game. The amount of wolves that spawn at that time, with 3 people running around makes the game completely unplayable. Hopefully this is fixed when the game leaves beta.

5 hours ago, sk3ksis said:

Hopefully this is fixed when the game leaves beta.

I hope so, because if not, playing maxwell is going to be no fun if your not host (that 75 hp with lag and no armor stacking scares me ._.) But yeah this should be high, if not top, priority. 

We have a performance and networking troubleshooting guide that can help with most networking issues. If you have tried the troubleshooting steps and the issue persists, could you please post your DxDiag.txt and client_log.txt files in the Don't Starve Together Bug Tracker - this helps us keep any reported bugs or issues trackable and in one location. 

I guess there is no ETA then. I played dst on many different machines up to a pc with 32g RAM and 8-core processor, no difference, I will not gather the files from all the machines, no one should. Problem is so omnipresent that I doubt devs need my logs. I do wonder however if this is on the to do list. I do not see any reason for this game not to run smoothly on virtually any PC dating few years back. There is no reason for any kind of lag in this game and now the lag is somewhat connected with size of the map, ongoing events ( dogs for example, as stated above ) and ongoing exploration. If it does not affect the singleplayer game so it has to involve poor server - side resource management. I do understand it is early access, but the issue is here form the beginning and I am starting to wonder if devs  have any plans on dealing with it.

People do not complain too much because game is in most cases playable, still there are plenty of questions and attempts to fix lag on various forums. People ( including me) want to simply click "start server" and enjoy the game with a friend or two. On huge map. With caves. Without frustration.

Again, I do understand it is early access, but with all fixes and making new content this issue seems to abandoned and here goes my question again:

Is there an ETA for fixing this issue? If not, are devs aware of this problem and plan to do something about it ?

Below are theoretical req for dts (to remind you all how low they are):


DEDICATED SERVER SYSTEM REQUIREMENTS

OS:
Windows Vista / Windows 7 / Windows 8 / Linux Ubuntu 12.10 or higher
Processor: 1.7+ GHz or better
Memory: 1+ gigs of RAM RAM
Hard Drive: 1+ GB HD space
 
PC STEAM

OS: Windows Vista / Windows 7 / Windows 8
Processor: 1.7+ GHz or better
Memory: 1+ gigs of RAM RAM
Graphics: Radeon HD5450 or better; dedicated 256 MB or higher (GMA Cards not supported - See above)
Shader Model: SM 3.0 (Please note that this is temporary and may change in future builds)
DirectX®: 9.0c
Hard Drive: 500 MB HD space
Sound: 100% DirectX 9.0c compatible sound card and drivers

 

I really hope this thread doesn't disappear like all the ones before it.  I've seen so many go by, have someone point to the performance and networking troubleshooting guide, the OP posts their Server specs, and then there are no further responses.

In one of my previous posts,  I was told my server being underpowered was likely the cause because the lag seemed to occur most during the hound attacks (my players refer to it as "hound lag") where everyone except the host becomes frozen in place or begins dying from long-range invisible hound attacks. But as @malakhaj points out, the system requirements are far below what most of us use.  Perhaps there is something in the code that is simply not optimized as far as what information is sent to the clients?  Is the entire map being sent to all players each cycle?  Are hounds or other creatures including irrelevant data when they are updated on the clients?  Do the minimum system requirements need to be raised to accurately reflect the strain on the server when multiple entities are on the screen (although Task Manager seems to suggest my CPU/RAM loads never reach more than 50%?)

I play on dedicated servers almost all the time and there are two servers which always cause rubberbanding : community london and community amsterdam, so the Klei ones if I'm not mistaken. Others are fine.

The last hosted servers I tried were unplayable too but I can't say if it's because of the specs, and I'd be sad if it isn't.

  • Developer

In this thread I suggested trying a continuous ping - it allows us to narrow things down to the network side of things or the CPU side of things. If you wanted to do this I'd be very interested in helping to track down the problem (maybe after launch in a couple of days though, things are a little hectic as we get ready for that)

Ok, problem is still here, asked 3 of my friends with whom i do not play but who own the game - they have same issue with the lag.

My ping data (gathered when i hosted a server and one friend jojned my game, pinging google):

Packets Sent = 1298, Received = 1290, Lost = 0 (0% loss), Approximate round trip times in milli-seconds:

Minimum = 4ms, Maximum -= 21 ms, Average = 6 ms

We both encountered rubberbanding and slow gathering times, after around 15 min of play in newly created world.

  • Developer
2 minutes ago, malakhaj said:

Packets Sent = 1298, Received = 1290, Lost = 0 (0% loss), Approximate round trip times in milli-seconds:

Minimum = 4ms, Maximum -= 21 ms, Average = 6 ms

We both encountered rubberbanding and slow gathering times, after around 15 min of play in newly created world.

Well, that sounds wrong! I'll share this around and we'll give this some thought on Monday. Any other details? What kind of server (dedicated / client hosted with caves / nocaves)? What were the specs of the hosting computer? Can you reproduce it pretty easily (i.e. if we asked you to get a profile while it was happening, would you be able to do so?)

client hosted with caves;

this time it was Phenom II X2 560 Proc 3.3GHz, 8 GB RAM, GeForce GTX 660, Win 8.1 64-bit,

Problem persists when i host game with same setup on 32 GB RAM and AMD FX 8300 8 core.

Same problem persists when game is hosted on 3 other PCs by my friends.

Forums over the web are filled with topics about rubberbanding, lag spikes called hound lag etc. As I stated in the first post, problem is omnipresent. Game chokes on big maps, when a lot is going on. Once more - take a look on hardware requirements for dst, no one should have any kind of problems while playing this game.

So i do not realy know how my profile would help. Problem of course is reproducible and if i will get instructions what to do - I will do it, but I am afraid that it will not tell you more than you already know - game eats up resources in a way it should not.

There's this server hosted by google called Mid West Survival.Ping is something around 250 and I have absolutely no problem playing there. Klei servers are usually around 120 and 200 ping for me and... well, I often give up on these servers sometime before winter because I can't deal with the frequent rubberbanding, which rarely occurs in Dedicated Servers hosted by players, with same or superior ping.

  • Developer
5 hours ago, verm1ll1on said:

Klei servers are usually around 120 and 200 ping for me and... well, I often give up on these servers sometime before winter because I can't deal with the frequent rubberbanding

That's a very interesting observation - thanks for sharing it! I have a few theories as to what might be behind this. I have to make some changes to our account system in light of last week's outage, but once that's complete I hope to look into this in greater depth. Thank you for your patience and please don't hesitate to reach out again if you feel the issue is dragging out too long.

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