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NotherGithubAccount avatar NotherGithubAccount commented on May 18, 2024 1

Out of curiosity: You're saying multiplayer depends on everyone processing the game at the exact same speed?

Since this is an imperfect universe with nasty things like network latency and clock drift, I'm assuming there's some sort of synchronization or maybe it's just not an exact science.

Couldn't the arbiter send out regular timestamps, turn counts, or whatever the game uses to keep track? When a client gets ahead, they could slow down or pause the simulation for a moment to get back in sync, respectively request the same from the arbiter if they're behind.

That would still leave a chance for a desync if a player makes a change affecting something another player had already calculated, but this window could be kept very small making it unlikely at least.

from multiplayer.

notfood avatar notfood commented on May 18, 2024

This is more a core RimWorld issue, the more pawns, the more computation is required. You can debug this with Dubs Performance Analyser.

The only thing you can do is cut down on the map sizes and/or number of pawns in game. Using Dubs Performance Analyser to hunt for those tick abuser mods and removing them is also a solution if you play heavily modded games.

On the MP side I'm not sure what can be done to mitigate this.

from multiplayer.

LuzBun avatar LuzBun commented on May 18, 2024

Not much can be done about Rimworld's single threaded nature, however it won't be the cause of desyncs themself. Ticks behind will just cause an apparent "lag" and not much else.

from multiplayer.

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