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Clarify the meaning of "network process" in MultiplayerSynchronizer#117299

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Calinou wants to merge 1 commit intogodotengine:masterfrom
Calinou:doc-multiplayersynchronizer-network-process
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Clarify the meaning of "network process" in MultiplayerSynchronizer#117299
Calinou wants to merge 1 commit intogodotengine:masterfrom
Calinou:doc-multiplayersynchronizer-network-process

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@Calinou Calinou commented Mar 10, 2026

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. 16666 for 60 Hz physics) will reduce jittering in multiplayer synchronization. I didn't mention this in the docs yet since I'm not 100% sure.

@Calinou Calinou added this to the 4.7 milestone Mar 10, 2026
@Calinou Calinou requested review from a team as code owners March 10, 2026 23:07
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).
@Calinou Calinou force-pushed the doc-multiplayersynchronizer-network-process branch from 84fe83d to 0efce0f Compare March 10, 2026 23:24
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