Clarify the meaning of "network process" in MultiplayerSynchronizer#117299
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Calinou wants to merge 1 commit intogodotengine:masterfrom
Open
Clarify the meaning of "network process" in MultiplayerSynchronizer#117299Calinou wants to merge 1 commit intogodotengine:masterfrom
Calinou wants to merge 1 commit intogodotengine:masterfrom
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While Godot does not have a dedicated "network process" timer like idle and physics, dedicated servers run at a maximum FPS by default (regardless of whether low-processor mode is enabled).
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While Godot does not have a dedicated "network process" timer like idle and physics, dedicated servers run at a limited maximum FPS by default (regardless of whether low-processor mode is enabled).
I need to do more extensive testing, but I believe adjusting the low processor mode sleep usec project setting to be a multiple of your game's physics tick rate (e.g.
16666for 60 Hz physics) will reduce jittering in multiplayer synchronization. I didn't mention this in the docs yet since I'm not 100% sure.