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Why can't i get any better ping with LLAPI?

Discussion in 'Multiplayer' started by Rasly233, Mar 14, 2016.

  1. Rasly233

    Rasly233

    Joined:
    Feb 19, 2015
    Posts:
    264
    I can't get better ping then 25 with unity NetworkTransport, can some one tell me what is wrong?

    I connect to same pc using those settings:
    GlobalConfig gc = new GlobalConfig();
    gc.ReactorModel = ReactorModel.FixRateReactor;
    gc.ThreadAwakeTimeout = 1;
    ConnectionConfig cc = new ConnectionConfig();
    mChannelReliable = cc.AddChannel(QosType.ReliableSequenced);
    mChannelUnreliable = cc.AddChannel(QosType.UnreliableSequenced);
    HostTopology ht = new HostTopology(cc, mMaxConnections);
    NetworkTransport.Init(gc);

    Unity itself is running with >1000 fps, and still best ping i can get is 25 ms.
     
    Last edited: Mar 14, 2016
  2. RavenTravelStudios

    RavenTravelStudios

    Joined:
    Oct 15, 2015
    Posts:
    100
    How are you measuring the ping?
     
  3. fholm

    fholm

    Joined:
    Aug 20, 2011
    Posts:
    2,052
    Probably because the transport layer works on a fixed time step , and this affects the ping calculations. Nothing to worry about really. It's usually called 'aliased ping' instead of the raw network ping.
     
  4. Deleted User

    Deleted User

    Guest

    Is there any more information on this? I'm currently sending 4 bytes from a server to a client (actually running in the same build) and am getting a similar delay. I'm also trying to bring the base ms delay down.
     
  5. iileychen

    iileychen

    Joined:
    Oct 13, 2015
    Posts:
    110
    In fact i got the same issue, any idea?