acoustic 82 Posted May 3, 2017 Ever so randomly I get random rubberbanding on my server. Custom ALiVE server with 2 humans, zero ai (in proximity). Server stress is very low. Client side, there is zero desync, ping is great, and no packet loss on either end. But still, randomly there is split second rubber banding that happens every minute or so. Is this an issue with Arma itself or something on my end? Let me know what exactly I need to provide. Not sure if game host will provide server rpt unless I specifically request it. Thanks. *edit* My only possibly reasoning would maybe be the VON quality being set to 30? Share this post Link to post Share on other sites
terox 316 Posted May 3, 2017 Not enough information This on the surface would appear to be a bandwidth issue This could be o/s network related or your arma3.cfg bandwidth settings found inside the profile folder Here are mine. MaxMsgSend=768; MaxSizeGuaranteed=800; MaxSizeNonguaranteed=400; MinBandwidth=107374182; MaxBandwidth=1073741824; MinErrorToSend=0.004; MinErrorToSendNear=0.04; The values for MinErrorToSend=should be between 0.001 and 0.004; MinErrorToSendNear=0.01 and 0.04 Other causes could be addon or mission related or poor client connections, allowing too high a ping etc You are basically not receiving / processing regular enough updates across the network to update the position of units in your 3d world.Instead you are missing some and then seeing the effects of the engine on your client teleporting these units to the location your client now thinks they should be at, hence the warping I suggest you roll back your install to a vanilla install and work from there proving a vanilla install and vanilla mission first, otherwise you will always be second guessing on the cause which could also be addon related 1 Share this post Link to post Share on other sites
acoustic 82 Posted May 6, 2017 Before rolling back to vanilla. I did some testing. Added your bandwidth settings to my server, and still had same result. I noticed that the client I play with usually (my tester), had a bandwidth of 6000, whilst mine (and anyone else who joins) is in the 300s. Is that a cause for concern? I wen't through my RPT and didn't notice any obvious errors. All so weird considering ping, desync, ect all check out fine. And server load is at like 2%. Share this post Link to post Share on other sites
claws01 22 Posted May 7, 2017 To stop ai rubber banding please add or switch those toMinErrorToSend=0.001;MinErrorToSendNear=0.01;Mean the number of s each ai update the more u increase that number the more rubber banding u get , base on the number of ai inside your mission Sent from my SM-G925T using Tapatalk Share this post Link to post Share on other sites
terox 316 Posted May 7, 2017 @Claws01 That is not necessarily correct, increasing the rate of updates also increases the amount of data flow across the network and if the data flow is too much for the pipeline/processor/resources packets will be lost and therefore updates are not received (UDP protocol) also causing rubber banding. So having too many updates can be just as bad as not enough and if you had too few the rubber banding would be consistent not random The values you stated are the default values. Good results can be achieved by manipulating these values along with others, hence the advice given by me for a small range. We actually use 0.04, 0.004 with up to 64 players in a coop environment and the only rubber banding we ever get is while in player vehicle convoys or the odd player avatar when he starts to lose connection Acoustic has not mentioned anything about his setup other than it would appear he is being hosted by a company leaving us to guess on the cause. There are so many unknowns and is/was so many additions of 3rd party content let alone the mission he is running. For example What is the connection speed the hosting company have defined for the server Is it in a datacentre Is it a dedicated machine or a virtual one sitting with another 10 on the same machine How much ram is available What CPU does it use Unfortunately BIS believe the information they have given us on the network system they use is enough for us to understand it. I have yet to see any post by any server admin that gives me confidence that any of us know what we should actually be doing. It would appear that we all guess (Me included), come up with some formula to calculate our bandwidth settings that works for 1 admin but not others, which in turn means its a load of cods wallop What I have learnt over many years of running arma servers is There should be a definite difference between bandwidth settings for PVP versus Coop servers There is no consistency or pattern of the actual values used when you compare the values each server admin reveals they use Meaning there is no correlation to the value even when you take into consideration connection speeds, processors, number of clients supported etc As for the bandwidth values you are seeing on your clients, this as far as I know defines the quality of their connection to you, so the better their u/l and d/l the better the bandwidth they display in the client list. To be honest I haven't really looked into it any more than noticed the values of clients on my servers. I have noticed my personal values change as my connection speeds from various ISP's have increased over the years. Basically the higher the value the better. The bottom line If you are seeing these issues with just a handful of clients connected, minimum AI on the mission vanilla environment, then you have done as much as you can to isolate the issue as something you have introduced and I would be putting pressure on your hosting company to sort it out and if they don't try another. Share this post Link to post Share on other sites
claws01 22 Posted May 7, 2017 OK we will see when acoustic use MinErrorToSend=0.001;MinErrorToSendNear=0.01; Even vbs3 use 0.001Sent from my SM-G925T using Tapatalk Share this post Link to post Share on other sites
terox 316 Posted May 7, 2017 @Claws01 The values you have posted as I stated before are the default values which in turn means they are or were most likely already used. One can however only guess at this because this information has not been given by Acoustic Infact very little info has been given, not even an rpt file which tells us exactly what he is running. Dev Stable, 32 bit, 64 bit, addons etc Maybe he fixed his issue, maybe the von setting was causing the issue ? (VON now uses the game port and it can cause issues however the only ones we see since they fixed the stuttering effect are when we have more than 50 players on the server which causes VON clients not to be heard while in the briefing. So my posts have given possible causes, nothing definite because I cannot possibly even give an educated guess with so little to go on. How can you be so confident with so little info and do you not think any of the other options I have listed could also be of concern. Which ones can you rule out ? Share this post Link to post Share on other sites
claws01 22 Posted May 8, 2017 Because I spend a month testing those Sent from my SM-G925T using Tapatalk Share this post Link to post Share on other sites