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Questions tagged [lag]

A visible delay between input and screen update.

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Background I am creating a networked web game using NodeJS, Express, and SocketIO (Note, however, that this question is agnostic to implementation details). I have implemented a client-server ...
Rob's user avatar
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I want to create Post Processing effects with Unity Post Processing Stack. I have found this post from this website Unity post processing Bloom lags on mobile, but it had no answers. I have exactly ...
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I would really appreciate you guys helping me out with a baffling problem I am experiencing. I have a near-empty scene. It has one object, i.e., a ball bouncing in it, targeting 60FPS. I am deploying ...
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*Edit: I finally figured out after some profiling that the problematic code was not actually the ones part of ECS, but this line over here: ...
rasputin's user avatar
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In lots of WebGL online games (all games I tested were made with Unity), my FPS is sometimes higher than the max, FPS setting of my PC (75), but why?
EarthAndMoon's user avatar
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I have been working for quite a lot of time with the Unity 2020.3 LTS releases and everything seems to be running smoothly when building for the Android platform. I recently decided to upgrade the ...
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I'm creating a pause menu for my game and I have two scenes: a menu scene (Scene1) and a game scene (Scene2). I load them using the command 'SceneManager.LoadScene(1);' for the menu scene and '...
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I have a plane, a first person camera, and a player controller in a scene. There's a weird stutter in the game preview even though there are not a lot of assets in the project, average FPS, and don't ...
jenkatan29's user avatar
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I am trying to build a game in pygame, however any movement feels laggy. Its not a big lag but more like a small stuttering. I created a boiled down version to showcase this. The code in the git below ...
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I recently upgraded my large-scale RPG world project from 2019 LTS version to 2021 for the native Silicon support. I have a Silicon based Mac and even though the game seems to have smoother FPS in the ...
Sarp Saysel's user avatar
3 votes
1 answer
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I've read through Glenn Fiedler's awesome guide on Reliability over UDP and I'm currently working on my own implementation for fun and learning purposes. One pretty cool piece of Glenn's guide is that ...
sailormoon's user avatar
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So I have created a 2D game engine used for creating top down singleplayer shooters and now I encounter some massive input lags when I have spawned a few entities (maybe 20 opponents). This results in ...
frontend-newb's user avatar
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I am creating a game using OpenGl in c++. Whenever I create a new model while the game is running, such as fire a bullet, there is a huge lag spike. The function that creates the model is below. ...
Aubrey Champagne's user avatar
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Okay, so I've started making a game using Khan Academy's Processing JavaScript, and I'm trying to delag it a bit since the framerate is very shaky. So, I've taken the advice of someone, and they told ...
Potato's user avatar
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In my unity game that I am creating there are 4 scenes. 3 of those scenes rely on a backdrop because they are the main menu, death screen and the escape screen(for when you escape the place). ...
Object's user avatar
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within 10-20 min without touching the android game it would lag. Here is the Unity Profiler Debug. This if the fish clicker script where I started noticing lag. ...
MM1Content's user avatar
3 votes
1 answer
8k views

I have stumbled upon an issue that is now taking a lot more time than I assumed. I have a game that has a lagging issue and I have tried almost all techniques that I could remember to fix that but now ...
Syed Munim Raza's user avatar
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I made my (first) game today and noticed, that it looked kind of boring, so I decided to add some bloom to my camera and it was looking waaay better. The only problem was the performance, it dropped ...
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We are developing a 2D game in Godot and we are stuck while trying to divide the map in chunks. Namely, the scene is a forest, where trees spawn positions were generated by noise: since the trees are ...
Cristofer Villani's user avatar
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I am trying to make a projectile (Energy ball) for my game. I am using body velocities, but the issue is is that it seems laggy. I shoot it then half a second through flight it seems to stop in mid ...
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I have been working on my game for quite a while. one of its key features is cross-platform local multiplayer for example 2 players on 1 keyboard and some people on the controller. here is the 4th ...
FlamesWillBurst's user avatar
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We're having issues with low FPS in a third-person shooter 3D game. This happens when you have too many polygons on screen. The FPS is locked to 60, and the gameplay is fine, but the moment when you ...
ryspbsk's user avatar
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Preface I realized that the root of my question is a little simpler than all of the details below make it out to be. All other things being equal, what is the most important system aspect to optimize ...
MPStoering's user avatar
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From what I understand, when you lerp in an online game, you travel from point a to b based on the elapsed time since the last update. The problem is when you have a higher latency, and you start ...
Dup Dup's user avatar
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I have figured out how the server is suppose to "rewind" for bullet collisions so that when you hit a player on your screen, the server will also say you hit them. However, when you press a key to ...
wilson wilson's user avatar
1 vote
1 answer
610 views

I have a big problem with my Java games. In every game I make the movement of the player and objects just looks awfull. The framerate is 60 fps without any problems. But the movement looks extremly ...
MarTUN Up's user avatar
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I read this: How do I handle packet loss in a client-server network model? ...But I'm looking for more advice. Currently I'm implementing my own lazertag vests. I'm programming hardware (8051 ...
Mike -- No longer here's user avatar
3 votes
1 answer
906 views

I have been trying to implement some lag compensation techniques for a real-time game, I've found some good resources online, but I don't think I fully understand the server-side part of the problem. ...
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I've looked around and I see a lot of discussion about lag compensation for FPS's, but none for racing games. I know Mario Kart uses some sort of interpolation for other racers, but it doesn't ...
kensho20's user avatar
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Im attempting to make a online game in python, though I have ran into a problem. Basically I want the game to be playable in many regions, but the websockets are to laggy to be played in farther ...
Dup Dup's user avatar
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1 answer
3k views

I recently started working on my first multiplayer game and learning multiple game server mechanics. The game itself uses mouse movement. For the first version I used a very simple approach, where ...
SpeekaDievs's user avatar
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3 answers
857 views

I have a Unity project which requires a bunch of Canvases and, surprise surprise, they're creating a lot of lag. I've already turned off the graphics raycaster for every single one, but they still ...
jack gallerdude galler's user avatar
2 votes
1 answer
2k views

I'm trying to implement the delayed snapshot interpolation presented at Valve's article and also Gambetta's. My current implementation is almost identical as described in the 'Multiplayer object ...
Lucas Montenegro Carvalhaes's user avatar
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2 answers
2k views

I have developed a 2D RPG MMO client / server. The server is developed in C# with asynchronous sockets. It is a pretty simplet implementation. The server gets the client's input / coordinates and ...
hapablap's user avatar
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3 votes
2 answers
3k views

Reading the usual resources on multiplayer games (1, 2, 3); I have started working on my own multiplayer game. I used a naïve approach that for every input I receive from a client, I immediately run ...
Ron's user avatar
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1 answer
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I am building a player model for my game, the model is very complicated due to its ability to be customizable. A single player entity can have 70 + entities including the head, parts to the face, arms,...
Kenneth Carrington's user avatar
2 votes
1 answer
2k views

How do real-time multiplayer games deal with latency problems (or “server lag”)? Imagine an online fighting game where 2 players battle head-to-head in real time. When a player performs an action, ...
clickbait's user avatar
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So I have a terrain with sections of water in it. I just placed a whole bunch of trees in the scene with mass place. However, it spawned trees in the water which I obviously want to remove. But when I ...
mr-matt's user avatar
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1 vote
1 answer
199 views

I wrote Pong in multiplayer. The clients all run their own game, but I have an authoritative server which enforces its ball position onto the clients. The game is in sync and playable, however, there ...
Z0q's user avatar
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1 answer
566 views

I am a beginner with PyGame and am currently making a simple game using but I am having difficulty with the collision detection. When the game runs, the response to the collision detection (printing ...
Lily Y's user avatar
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1 answer
132 views

I'm experiencing short lag spikes after some voxel chunks have been created while not moving the camera around. I profiled the application: the JVM implementation uses a lot more memory, about 2.5 ...
Russoul's user avatar
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3 votes
1 answer
1k views

I've been trying to record some gameplay footage of the game I'm currently working on, using the Android SDK and ADB to do it. Whilst the game runs at constant 60 fps in my medium-end phone, as soon ...
Francisco's user avatar
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1 vote
4 answers
8k views

So I have a game where the player can move on a grid 108 X 192 large. It uses a simple A* path-finding algorithm to move. Unfortunately, After 0.03 seconds, it would have only looked at about 300 ...
Demandooda's user avatar
0 votes
2 answers
299 views

I am programming a multiplayer game. I calculate the ping in ms as : ping = the_time_i_recieved_pong - the_time_i_sent_ping I implemented client-side prediction ...
Oğuz Eroğlu's user avatar
1 vote
1 answer
244 views

Whenever I run any application that utilizes the OpenGL interface, my entire computer comes to a halt, but it doesn't do this when it utilizes the DirectX interface. I run both Linux (Ubuntu 15.10) ...
Alexander C. Solon's user avatar
1 vote
2 answers
6k views

I am trying to observe the effects of lag compensation in my game by increasing my ping to 200+, adding loss, and by the limiting bandwidth to simulate wide area network delays using Network Emulator ...
user1933466's user avatar
1 vote
1 answer
632 views

I am trying to make a vertical scroller game with collision tiles on both sides. I'm using Libgdx and android studio. The problem is that i have made every tile as an object with a rectangle for ...
Morti's user avatar
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3 votes
2 answers
3k views

I am making somewhat of a flappy bird clone (mostly for practice) and everything works fine, but it is just really slow with a low FPS of 13 and a max FPS of 28. Why would this be? So I ran a check ...
Abe Y 's user avatar
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6 votes
1 answer
766 views

I've read several articles published on gambrielgambetta.com, gafferongames.com plus some pages about how Valve handles multiplayer networking in its games but I still can't get it how to implement ...
nmindiedev's user avatar
4 votes
1 answer
3k views

In the context of lag compensation, one needs to know when the command is instantiated on the client (this can be named as "command execution time" as well). AFAIK, there can be 2 methods for this: ...
Ali Ok's user avatar
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