[2.0.32] Multiplayer FPS Drops/UPS Spikes
Posted: Sun Feb 16, 2025 12:05 am
I am playing multiplayer with my friends. The server is on my LAN so I connect directly, and my friends connect to it over the public internet.
I experience intermittent (every few minutes, or more) dropped frames and UPS spikes. The UPS will often rise well above 100 UPS (presumably to catch up to the server) and the frame-rate will completely stall out for a second or two. None of my friends say they experience this issue, and given how noticeable I am inclined to believe that.
I've done some research already and I understand that this happens when my client computer is unable to keep up with the hosting computer and then has to drop frames to keep up. I am running this on an M4 MacBook Pro with 24GB of RAM. The hosting device is an M4 Mac mini with 16GB of RAM - so the devices should be very close in performance. Both have active cooling, same CPU, GPU, etc.
1. My first step is setting my graphics settings as low as possible (see image). This does not resolve the issue.
2. My next step is loading the server with `game.speed = 20` to stress the machines. My idea here is to eliminate performance gaps between the devices. With this setting, I see a FPS/UPS of 200/1200 confirming that my client machine is capable of handling the high update rate on this same map. (see image).
Also attached is a screenshot of the render update step when the issue occurs.
At this point, I'm at a loss. If my computer is capable of doing FPS/UPS 200/1200 then why is it dropping frames so poorly consistently only when in multiplayer? If I can attach anything specific for people to look at please let me know.
I experience intermittent (every few minutes, or more) dropped frames and UPS spikes. The UPS will often rise well above 100 UPS (presumably to catch up to the server) and the frame-rate will completely stall out for a second or two. None of my friends say they experience this issue, and given how noticeable I am inclined to believe that.
I've done some research already and I understand that this happens when my client computer is unable to keep up with the hosting computer and then has to drop frames to keep up. I am running this on an M4 MacBook Pro with 24GB of RAM. The hosting device is an M4 Mac mini with 16GB of RAM - so the devices should be very close in performance. Both have active cooling, same CPU, GPU, etc.
1. My first step is setting my graphics settings as low as possible (see image). This does not resolve the issue.
2. My next step is loading the server with `game.speed = 20` to stress the machines. My idea here is to eliminate performance gaps between the devices. With this setting, I see a FPS/UPS of 200/1200 confirming that my client machine is capable of handling the high update rate on this same map. (see image).
Also attached is a screenshot of the render update step when the issue occurs.
At this point, I'm at a loss. If my computer is capable of doing FPS/UPS 200/1200 then why is it dropping frames so poorly consistently only when in multiplayer? If I can attach anything specific for people to look at please let me know.