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Update 0.9.5.90 introduces Game Master spawning delays in Multiplayer
Confirmed Internally, NormalPublic

Description

There is a point during a Game Master session when spawned entities will require more than a few dozen seconds to be visible. See video for an example.

This is reproducible 100% of the time for me on servers with:

  • default settings
  • defined streaming budget settings (-staggeringBudget 32 -streamingBudget 500 -streamsDelta 100) - no difference in time it took to reproduce
  • defined double streaming budget settings (-staggeringBudget 64 -streamingBudget 1000 -streamsDelta 200) - no difference in time it took to reproduce

Also public servers currently online on this version.

Things I've noticed:

  • removing entities might speed up display of entities already lagging
  • reducing entity count does not seem to improve lag for entities being spawned afterward
  • this problem appears sooner when multiple Game Masters are in session
  • this happens regardless of whether the AI is idle or active

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Operating System Version
Windows 11 client, Linux server
Category
Multiplayer
Steps To Reproduce

Keep creating entities until you see the creation "slow down"

Additional Information

Event Timeline

bacon_8008 changed Category from General to Multiplayer.
bacon_8008 updated the task description. (Show Details)Jun 30 2022, 2:40 PM
bacon_8008 updated the task description. (Show Details)Jun 30 2022, 2:48 PM
Geez changed the task status from New to Assigned.Jun 30 2022, 4:14 PM

These budget settings seemed to help, or I got lucky:

staggeringBudget 128
streamingBudget 5000
streamsDelta 1000
Geez changed the task status from Assigned to Need More Info.Wed, Aug 3, 10:31 AM
Geez added a subscriber: Geez.

Hello bacon_8008.
Is the behaviour better on the current version?
Regards,
Geez

i have not noticed any improvement in 0.9.5.101

As a regular game master, I can say that it is not behaving better.

Hey Geez,

I didn't notice an improvement on the spawning.
The delay happens a little later then before, this is only the case if there is only one GM and the delay is a little less inconsistant. There have been situations where the lag stays away with 4 GM's when no one is spawning anything and other times its there within seconds of a second GM (or one GM) is active.

Overall, I woudn't say the behaviour is better on the current version.

Something that I do notice is that when the delay exists it can happen that both the AI as the players (without GM mode) already see the entities. (spawning a US and FIA force with delay can start a gun fight without us (GM) seeing them)
Also when a GM leaves the game and comes back in the delay can sometimes be gone, this is not consistant and only works 5/10 times. But they do often see the units that are invisible for the other GM.

bacon_8008 added a comment.EditedWed, Aug 3, 12:10 PM

Something that I do notice is that when the delay exists it can happen that both the AI as the players (without GM mode) already see the entities. (spawning a US and FIA force with delay can start a gun fight without us (GM) seeing them)
Also when a GM leaves the game and comes back in the delay can sometimes be gone, this is not consistant and only works 5/10 times. But they do often see the units that are invisible for the other GM.

Correct. The server sees the entities immediately - the delay is on sending them to connected clients.

Hello bacon_8008.
Is the behaviour better on the current version?
Regards,
Geez

Unfortunately, no :(

Currently the only way to get around this delay is to use streaming budget values at least as large as in my comment above.

Geez changed the task status from Need More Info to Confirmed Internally.Wed, Aug 3, 2:12 PM
Geez added a comment.Wed, Aug 3, 3:06 PM

Thank you for the info.
The fix is prepared internally and the fix will appear in one of the larger future updates.
Regards,
Geez

A small clarification - the fix didn't make it in time for the next week's patch. However, the patch after it is going to contain it.
Thank you for your report and sorry for the delay, guys.

mbamg added a subscriber: mbamg.Thu, Aug 11, 6:05 AM