

And, it's predictable, so if you only have 2 people you can be like "ok, I'm buying something, brace yourself"įor those that are curious, "does cutting trees cause lag spikes, since they are essentially new elements being created?" The answer is NO! You can throw handgrenades in the forest for all it matters and not see any issues. Freezing is no where near as bad and time-warping when trying to deal with crazy physics of logging and tow-hitches. but it just freezes you in place, it does not rubber band you backward. However, with Farm Sim 17, with the same setup, it's been amazing! So smooth! Every so often there will be those 3-5 second lag spikes, and I figured out the cause - whenever someone purchases an item it causes the server to hiccup.

And I also tried Nitrado servers with the same effect, so I knew it wasn't the servers but the game. Now, back with Farm Sim 15, I used the same company, and even during non-peak hours the game was HORRID with lag. So I rented a dedicated server from "Multiplay Gameservers". My buddy is in the UK, and I'm East Coast USA. This gives the feeling that you are moving through custard as you are saying. If you had packet loss between you and the server, the server side information would be resent and you as a player will "move back" to a previous state, ie barely moving or nothing happening instead of walking. any clients connected sendt commands to the server stating where their avatar was moving, the server then calculated it and return updated position to the player. This can result in other players looking as they are warping.įS15 is server side calculations if I'm not mistaken. (GTA actually does a little bit of both, but thats more complicated). If server and player is unsynced, server catches up to the player and doesn't feel bad for the client. In GTA V, calculations happens client side and then is sent to the server which in turn sends it to other clients. Im not sure about if MP netcode is better in fs17 or not, but the difference as you explains it in the last paragraph is dependent on server side control, or client side control. If anyone knows what is actually happening in these two cases that makes them different (like how the server is communicating) I'd be very interested in knowing the technical aspects. In Farm Sim 15, it's like the person is constantly being forced back, so it feels like you're running through custard. But if we are not interacting with each-other the lag is unnoticeable. Even when in the same vehicle, as a passenger I may see us crash into a pole, then a second later warp over to what he sees on his screen, which is instead a turn of avoidance. For example, in GTA Online, if I purposely throttle my connection to lag myself out, we each play the game "normally", but from time to time see the other person warp around to catch-up. I may have the jargon wrong, but when I say "catch-up" lag, which a lot of games use, it's not as discombobulating. We very much would like to play Farm Sim 17, but if it's going to be the same issue then there's no point =(.Ĭan anyone give me any insight if the way multiplayer is treated the same way or if it's been smoothed out? That kind of thing was a common occurrence.
HOW TO STOP LAG IN PROFESSIONAL FARMING SIMULATOR 2014 FULL
We had a truck full of logs gets lag-warped and explode into the air (frustrating yet comical). It would immediately give me a headache, and goof around with the physics. But the person who was furthest from the server would have constant rubber band lag.

If it was just simple "catch-up" lag, where we would see the other person warp around, that would be fine. We even rented dedicated servers (both in his area and mine) and we could not find a solution that would prevent horrid rubber banding. I am a huge fan of Farming Sim 15, but the biggest issue is that my friend and I live on opposite sides of the Atlantic Ocean, and despite us being able to play every other game together comfortably, Farm Sim 15 had horrible lag issues.
