Thx Babs and IsR for the test server ! I noticed the lag was bad my first run ,I have just reinstalled full v101 wiped all of rf2 and install went clean .. after my first test run (17 drivers) it was verry bad lag , I then went to the mp.ini and found that on the clean, fresh install the bandwidth was defalt on #2 ISDN 64k ! I changed this per Babs request for all clients in the test to #4 @256k and NO LAG ! i did see some crazy stuff going on when cars would make contact, shaking and wabbling ,but never once did any cars skip out of time ,dissapear nor did i see any rubberbanding ! I then for the 3rd run went back to mp.ini and changed to my true bandwidth (close with head room) like 700k up 4 m down , again NO LAG .. so dont know now if the defalt #2 @64k might be the caus of alot of the probs or if its real road off on the server along with the proper BW settings but the lag was gone for me ... * another way to set your bandwidth is by using the "host " option from the launcher , easyer then opening up the mp.ini .. Simply click the "host" button follow the prompts for setting up a server , when you get to the page with bandwidth use the drop down to select the 256k or set it properly to your connection (your milage may very but 256 was rock solid for me) now you must compleet the launching of the server , wait for the server to go live (you will see the timer start and info will show on server page) this will overwrite your mp.ini .. exit and your all set to be client with proper BW....
Thanks to all participants to test the 101, I confirm everything wrote friend kro388th . I think tonight we took a big step forward. The difference between the default file and the file edited properly be incredible. So Jeremy, I think this is the right way. maximum of 27 riders have been tonight, and the edited file to 256kbps, lag be gone by 95%, scarcely visible in the curve the car before jumping a little. With this change can be a good run in races with so many players. Babs
I think your on to somthing .. yesterday the server was fine early then we started getting tons of the ("?" was removed blabla...") after the curent race was over ppl started joining again and drivers were stating/complaneing that they were trying to get in over and over as we were in qually then race but kept getting the connection error on ther end ..so it must be related ?? im guessing dev's know whats going on with this ??? mysterious .......lol
This game is becoming unplayable onlinewith 20players I had lag and 15fps and a lot of headache It's impossibile to make good races with this conditions bacause you can't see the road and there is an evidente lag in the steering wheel . Tonight we were about 27players in the ISI server and it was awful for me because i couldn't see any one and a had an evident fps drop!
Have you Tried to edit the file Multiplayer.Ini? Follow these instructions and you'll be able to play in a decent way. to edit this file there are two ways: 1) do it manually by opening the file multiplyer.ini, which is located in: Documents/rfactor2/userdata/player open the file and correct it as follows. Net Connection Type="4" // 0=28k, 1=56k, 2=ISDN, 3=128kbps cable/dsl 4=256kbps cable/dsl, 5=LAN, 6=custom Upstream Rated KBPS="256" // Rated uploading speed of connection, in kilobits per second Downstream Rated KBPS="256" // Rated downloading speed of connection, in kilobits per second SAVE and gaming 2) using the "host " option from the launcher follow the prompts for setting up a server , when you get to the page with bandwidth use the drop down to select the 256k or set it properly to your connection (your milage may very but 256 was rock solid for me) now you must compleet the launching of the server , wait for the server to go live (you will see the timer start and info will show on server page) this will overwrite your mp.ini .. exit and your all set to be client with proper BW.... Babs
BTW changing up/down stream settings was one of the first things I did just after release. 128 is not enough even for rFactor1 if you want to get smooth remote car movement. I was surprised about default rf2 settings, assuming that RR must take additional bandwidth.
It take it Babs...That the above settings are for some-one trying to host to connect to a dedicated server? For a dedicated commercial server at a Colo,Like we offer, the settings are: //[[gMa1.002f (c)2012 ]] [[ ]] [MULTIPLAYER] [ Multiplayer General Options ] Net Connection Type="6" // 0=28k, 1=56k, 2=ISDN, 3=128kbps cable/dsl 4=256kbps cable/dsl, 5=LAN, 6=custom Upstream Rated KBPS="8042" // Rated uploading speed of connection, in kilobits per second Downstream Rated KBPS="8042" // Rated downloading speed of connection, in kilobits per second Dave
Perhaps you think that we are all beginners . We hosting Server for Championships for 6 years. So I think we know how Work a Server . I think your target in this community is only offer your server. Best Regards ~IsR~Barabba
lol No dave this info is just for clients ..If the clients simply leave the settings as defalt its set to ISDN@64k , this is causing the bad lag (atm) we are simply telling drivers another way of changing ther bandwidth by using the "host option" to get the the bandwidth "drop down" to change to ther proper BW via the game as it overwrites the multiplayer.ini ,as you im sure know ;-) (unless they do have ISDN@64) rather than go into the userdata/player/multiplayer.ini to do the edits ..so 2 ways to do it ..... thats all ..
No...I sure don't...I thought maybe you had found something. We had been told by the developer of another tittle with the ISI engine, to reduce the up/down bandwidth a bit. Sorry you think this is all about selling something... If the issue is in the settings on the server side, what use would it be to have some-one with a lagy server try to race on it?
Thanks for the reply...I was just asking a simple question if Bab's thought it was server or client side that the issue might be. Dave
I think that the situation be clear,for the problem of lag,that have come with Build 101. I Think you understand very well,reading the previous posts and pages. We as ISR,we are doing everything possible to inform all riders who come to our server every night, and now the situation improved a lot, making edit Multiplayer.ini and this can be confirmed even friends who are following this thread, and run with us in the evening with 25/30 drivers on the track. I do not want make controversy with you,I thought you had understood the whole speech discussed in this thread. Then you said that you have any tricks,which is not revealed to anyone, and just keep them for you inside. I think this is wrong,and put your person in a bad light. We at ISR, we conducted tests for the ISI, and we did very gladly,ISI want,we make again Test. To make sure that rFactor 2 will become the best simulator of all time, I think we need to give maximum support to ISI, and we think we're doing. If you want we can work together. If you do not want,for me to not be a big problem. With this I close this discourse,and for me it ends here. You decide what to be best for you. Sorry for my bad english,i help with Translation Babs
Yes i can confirm what Babs is saying in the above post .yesterday I have joined ISR server without editing the ini.multiplayer and i had the same issues of actual build1.01 but tonight after editing the ini.multiplayer as adviced by Babs the situation is improved a lot!
Babs: It is all good.. The tricks I spoke about worked for the build before 101..with the 101 build, it made the dedicated unstable at times when players joined. What we were doing is creating a bat file to launch the dedicated.exe. and putting in a statement to force it to load only 1 core per instance. below is the Bat file: RF2_Core_1.bat start /min rFactor2Dedicated.exe +procmask=1 RF2_Core_2.bat start /min rFactor2Dedicated.exe +procmask=2 And so on..... This forces the dedicated to set the infinity to just 1 core. You must take the space out of the rFactor2 Dedicated.exe and rename it like below, the bat file will not read spaces rFactor2Dedicated.exe Now whether or not this shows any promise with the patch for 101. I am not sure.
Ok Dave Thanks for the info, maybe I'll try this solution . We also hope in a future release by ISI for a fix, or a new Build. Babs