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I know this might not be related specifically to this plugin, but I just tested out having around 25 units attacking the same character (with GAS) and it seems that alone makes the bandwidth well exceed ue4's limit of 10kb/second. Actually I'm hitting 36KB/s for one player connected with one server (had to increase the limit). What kind of bandwidths are you guys getting?
I'm not sure if I'm reading this network profiler correctly but for me the biggest culprits seem to be 1. replicating movement of the units and anim montages, followed by 2. replicating tags and then 3. projectiles
Any tips for reducing the bandwidth? Mine seems way too high
The text was updated successfully, but these errors were encountered:
Still not sure about actually recommending ReplicationGraph; but everything else we learned about our first steps in optimizing networking is in there.
I had that presentation bookmarked actually. Finally watched it and wow this is amazing. If replication graph blocks replication for non visible actors that would be game changing. I'll probably go for it at some point. Also I would've never known about that boolean for reducing the size of tags. Great presentation, thanks!
I know this might not be related specifically to this plugin, but I just tested out having around 25 units attacking the same character (with GAS) and it seems that alone makes the bandwidth well exceed ue4's limit of 10kb/second. Actually I'm hitting 36KB/s for one player connected with one server (had to increase the limit). What kind of bandwidths are you guys getting?
I'm not sure if I'm reading this network profiler correctly but for me the biggest culprits seem to be 1. replicating movement of the units and anim montages, followed by 2. replicating tags and then 3. projectiles
Any tips for reducing the bandwidth? Mine seems way too high
The text was updated successfully, but these errors were encountered: