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So ping represents the amount of time it takes for information to go from your computer, to someone else’s computer, come back to your computer, and process the information. Not trying to school anyone just bringing that up so we know what I’m talking about.

I am a moderator on the OpenRCT freebuild server so it’s important that I have a good connection to the server. However, I have a really bad ping. This ping causes everything on the server to teleport and pause at a rhythmic pace. It’s quiet interesting but very annoying when trying to be a moderator. Furthermore, if I take an action that is a little intense on my computer, I’m automatically disconnected from the server. I’m not blaming anyone but myself for this issue. I think my connection to the server could be easily explained by something I’m unaware of.

And that’s why I’m bringing this up. I don’t know why my ping is this bad. I’ve never had an issue with any other server. Do you have any ideas on how I could improve on this?

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With my limited knowledge, I would start with what your computer is running in the background on the internet besides the game.  Any extra bandwidth would help, so shutting down any non-essential programs that are using the internet... dropbox, skype, ...anything like.   It also is determined by what speed your connection is, although OpenRCT isn't at all a bandwidth monster.  If you are on wifi, there could be a lot of dirty air going on, if you have access to your router, and are using wifi, try connecting up using the ether connection if your computer has a network adapter.  The faster the connection the better.  Another determination is how far and how many hops the connection has to go through to get from you and the server, this will be basically out of your hands, unless you moved closer to it... 

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53 minutes ago, MonkeyPaws said:

With my limited knowledge, I would start with what your computer is running in the background on the internet besides the game.  Any extra bandwidth would help, so shutting down any non-essential programs that are using the internet... dropbox, skype, ...anything like.   It also is determined by what speed your connection is, although OpenRCT isn't at all a bandwidth monster.  If you are on wifi, there could be a lot of dirty air going on, if you have access to your router, and are using wifi, try connecting up using the ether connection if your computer has a network adapter.  The faster the connection the better.  Another determination is how far and how many hops the connection has to go through to get from you and the server, this will be basically out of your hands, unless you moved closer to it... 

Thanks for the response, I’m just going to explain every point you made. I’ve gone into my task manager and closed ALL the non essential apps. My internet speed is actually pretty decent. I’ve had a natrual ping of 20 ms, keep in mind that that number is an average. My distance from the host is relatively short as far as I know.

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OpenRCT2 uses TCP to guarentee the arival and order of packets, which is quite a bit larger (and thus slower) than UDP packets. Especially in the case of packet loss it can take a while for the server to receive the packet finally. This may take a while if the host is phisically far away from you. Most multiplayer games use a mis of TCP and UDP. TCP for the important information that needs to be synced, and UDP for updates that are not as important.

For OpenRCT2 using UDP is unfortunately not an option, because sprites and such aren't being synced over the network, they just make the exact same decisions as long as you stay synced with the server. That's why the ticks (frame updates) need to match the server, and you notice these lag spikes sometimes. the game may be waiting for a patcket while it has already received a few newer ones, but cannot use yet.

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4 hours ago, Broxzier said:

OpenRCT2 uses TCP to guarentee the arival and order of packets, which is quite a bit larger (and thus slower) than UDP packets. Especially in the case of packet loss it can take a while for the server to receive the packet finally. This may take a while if the host is phisically far away from you. Most multiplayer games use a mis of TCP and UDP. TCP for the important information that needs to be synced, and UDP for updates that are not as important.

For OpenRCT2 using UDP is unfortunately not an option, because sprites and such aren't being synced over the network, they just make the exact same decisions as long as you stay synced with the server. That's why the ticks (frame updates) need to match the server, and you notice these lag spikes sometimes. the game may be waiting for a patcket while it has already received a few newer ones, but cannot use yet.

8l @Broxzier, I may know a few strategies of the game. But for god sake, I’m not a developer or network specialist XD. I’m not making fun of you, I’m just really dumb. Maybe if I put that into a basics translator I will understand :D.

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On 07/09/2018 at 16:25, Broxzier said:

OpenRCT2 uses TCP to guarentee the arival and order of packets, which is quite a bit larger (and thus slower) than UDP packets. Especially in the case of packet loss it can take a while for the server to receive the packet finally. This may take a while if the host is phisically far away from you. Most multiplayer games use a mis of TCP and UDP. TCP for the important information that needs to be synced, and UDP for updates that are not as important.

For OpenRCT2 using UDP is unfortunately not an option, because sprites and such aren't being synced over the network, they just make the exact same decisions as long as you stay synced with the server. That's why the ticks (frame updates) need to match the server, and you notice these lag spikes sometimes. the game may be waiting for a patcket while it has already received a few newer ones, but cannot use yet.

@Broxzier I think I'm starting to get what you mean.

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