We're clamping network traffic artificially low at this time in part to able to more easily test bandwidth related effects in locally hosted games (how we do most testing internally) and it's also useful way to prevent runaway bandwidth costs with the currently level of network optimization.
I am in Malaysia, and I have a 5mb/s up/down connection. Perhaps that is part of the issue. Thank you for your response. I posted to see if it was a common issue, and also to just help you as the developer to see what users are experiencing. One thing that is really nice is to know that I am not slowing down other users. No peer to peer network model! Sometimes going back to supcom2 or Forged alliance feels so slow because of the networking or one user with a slow CPU. Thank you again.
As said above, this is a server limitation at this point, to prevent needless bandwidth due to unoptimized network code. Expecting this is going to get fixed somewhere in the next 2 months. (ofc we all prefer to see if earlier than later, but until then, we'll just have to wait, if you don't see you're network traffic hit 5mbit, you should be good )
I'm in Malaysia also.. hello!.. and find that the "refresh rate" I guess I'll call it is not too great as well. Although as everything is happening server side the game is still playable as long as I'm focusing on marcro rather than micro. There can be quite big lag spikes but the server seems to be handling the information just fine, so my large tank blob will effectivly clear out a base even though I dont see all the action. I noticed last night that chrono cam is very smooth after the game has finished. So if I want to review the action after, I can do that at least
Can we know the current limit? I only ask as any slow point in the line will throttle it & I'd like to know if it's my end of the connection or the server. As & when the artificial throttling is removed server side my game speed might well still lag & I'd like to know it is a problem my end (as many will or they'll start blaming Uber for slow speeds when it's not Uber) I guess long term and after net code is more settled a simple download analysis tool could be add to the game to suggest planet size and number of players a connection could be expected to support. Also might be an idea to capture the unit number statics for a different planet sizes so as to make the calculation a little more accurate.
In my case I do see the lag kick in every game once the unit count gets high (even 1v1 games). However my game is also lagging as soon as the server starts (i.e 2 commanders only). This is currently only fixed by returning to the game menu and re-starting a new game. Normally I can tell if the game is going to start with bad lag as the game takes ages to load and when it does, I don't get to choose my start location. I have 3gb gfx mem (gtx780), Any lucky people using the gtx titan out there? dous it help? Btw you can enable fx aa in the nvidea driver section (keplar only) for pa and it looks awesome =) and doesn't seem to make any difference to fps. My system gives me 60 fps whatever settings I use. Lovin' the PA best £67 I ever spent. Edit: having played some larger games today with fx aa enabled I did notice fps sometimes drop to 24 when zooming out on large units. Wonder if the 6gb of the titan would help?
Is here any "cheat" to make game spend less resources on client side, ? Like console commands or (better) editing config files ?
Yes there is a way and it will work against other players online. If you hold the shift key and press "insert" the cost multiplier will go up, if you hold the shift key and press delete the cost multiplier will go down. Note that this will only work if you have the commander selected as he is the main unit in your army.
The lag that I am experiencing makes the game almost unplayable. I get an average of 10 fps with all graphics on the lowest possible settings, and the size of the window is very small.
Without knowing any of your system specs, I don't think we can be of any help. 5mbit down connection and at least 500kbit up, is what you want as a bare minimum. A graphics card with 2gb of video memory, a nice highend dual core, or middle-class to highend quadcore, and of course 8gb of RAM. @maxcomander, looks like your system specs are more than OK. What I have found out from personal experience, is that you want to restart the game after every match. (at the moment its not clearing your video RAM without closing and restarting the game...) @oxide246, the lagg / refresh rate as you call it, you are experiencing (with big tank groups) is due to Uber limiting network bandwidth on the serverside, due to it not being optimized yet. See also several posts earlier in this thread. Also to everyone in this thread, this is Alpha, don't expect nice and sweet performance, there is literally maybe 1% of fine-tuning done if there is any done at all. (for example anything above 200 tanks moving at the same time will give you guaranteed lagg, due limited and not optimized network code)
I am aware that everyone else is experiencing the lag, I've seen a lot of YouTube videos of the game and I can see that the lag is much more pronounced on mine and warrenkc's games. I'm quite sure a big part of that difference is being in Malaysia and connecting to US servers... we're about as far away as you can get! All I was trying to say is that no matter what it is caused by, the game is still processing all the information at every frame even if we don't see it.
I think another thing to keep in mind is that there is also zero predictive behavior coding done yet. Namely, if the client is 'lagging' then there are ways to hide the fact by continuing the last server commands, and adjusting once you get more instructions from the server. The most obvious example here would be to make projectiles keep flying through the air and impacting on the units.. but if the server determines the projectile missed, the unit doesn't take damage. But that's more of a polish thing than core game stuff, as far as I can tell.
Thanks very much for the tip. I have also noticed when the unit count goes really high I'm still dropping down to 10-20 fps, even with min detail settings! I'm guessing there's still a lot of optimisations that need doing. I still cant believe Uber have come this far this fast with so little funding. (I realize the million $ kickstarter may seem like a lot o cash to some but compared to other AAA games it's very low.) Ahh don't worry I fully understand this alpha Is way in advance of any other dev. In fact I think uber deserves maximum respect for the way there doing this game. Other devs could take note (Cough E.A. Cough).
@oxide246, Malaysia, sounds like Australia would be more your region... then again I don't know if they have servers across the globe yet... though their main site points towards Australia... would be worth a shot. Else it unfortunately is gonna be a wait (wish I could do something about it) @maxcommander, when I came across another topic a week ago... minimum vs uber graphics settings... don't really work yet... There was this dude that instantly was feeling sad cuz he thought he could run the game properly on Uber settings