
- #THE USER INTERFACE THREAD APPEARS TO BE FROZEN PINGPLOTTER UPDATE#
- #THE USER INTERFACE THREAD APPEARS TO BE FROZEN PINGPLOTTER TRIAL#
One of the behaviors I see is long periods of time with 0KB/s send and receive. It should be *below* the carrier bandwidth limit or it just triggers congestion. it's setting it at the tested limit which is not a great choice. It appears for bandwidth limited clients, e.g. Note that different clients and servers are reporting different limits so possibly the installer tests the network limit and sets that value accordingly. UPDATEThere is no guarentee the below recommendation will help, it may make things worse, proceed at your own risk. I will happily test/report on any development branch you'd like. This may work for 2 player coop but not for 3 or 4 as the outbound traffic for the host scales with the number of clients. The traffic from the server to the client is much less than client to server.


#THE USER INTERFACE THREAD APPEARS TO BE FROZEN PINGPLOTTER UPDATE#
Add option to cut client update rate in half.Add more aggressive abandoned item garbage collection in server.Add trash heap object where players can delete items from the world.Use a wired connection if at all possible (really just do this, DSL routers suck at wireless).Monitor network traffic on clients and kill any apps that can generate upload traffic (dropbox, chrome, onedrive, google photos etc).shift to dedicated rather than player hosted server (this can help but if one player has slow (less than 60KB/s upload bandwidth it won't).limit clutter on the servers (no clue if that helps, it's an example).
#THE USER INTERFACE THREAD APPEARS TO BE FROZEN PINGPLOTTER TRIAL#
I use pingplotter (), there's a free trial but I pay for mine.

Further it appears this is made worse by proximity and total items or complex construction. In addition It appears there's a queue structure for updates so if one player has a slow link all players are impacted. Which ever client first uncovers a portion of the world they are responsible for it till the player moves and that area becomes idle or is handed off to a player remaining in that area. The server architecture just ties them together and acts as a hub. With two clients each playing solo but using the same seed they share a world due to the procedural generation but have their own physics and entity control. In a solo game the client is responsible for the physics and entity (e.g. The game uses a distributed processing model. You can see your network usage by pressing "F2" in game. The game seems to want to sit around 50KB/s up so some players are pegging their upload rate.

I'm not sure about other parts of the world but In the US in suburban areas it's not uncommon for people to have DSL with a 7-10MBit down and 500Kbit up data rate. I'd really suggest you make a unique sticky post for the issue where players can provide feedback, it's currently buried as an aside in the existing post.Ĭurrently this issue has the highest votes on the bug list, feel free to vote it higher. Unfortunately, as the devs know (based on sticky post on issues) there is a severe problem with lag in coop. First off congratulations on creating a fantastic game, you deserve the 'overwhelmingly positive' reviews you're receiving.
