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  • One player is "desynced" for lack of a better phrase

    • Version: 21.1 b16

    Summary: One player on dedicated server is "desynced" for lack of a better phrase.

    Game Version: (A21.1 b16)

    OS/Version: Windows 10

    CPU Model: Intel i9-9900k

    System Memory: 32 GB

    GPU Model and VRAM: nVidia 3070ti 8gb

    Screen Resolution: 2560 x 1440

    Video Settings: Custom. Have played with many combinations including multiple defaults, has not resolved issue.

    Game mode: Dedi, RWG


    Did you wipe old saves? Yes


    Did you start a new game? Yes


    Did you validate your files? Yes


    Are you using any mods? No


    EAC on or off? On


    Status: NEW


    Bug Description:

    For one player, not 100% of the time but frequent enough to where he doesn't want to play, A21 and A21.1 desyncs. If I run 10 feet, on his screen I run like 20 feet. a few seconds later, I snap back to my actual location. If I jump up on a car, on his screen im several blocks above the car in the are floating. A few seconds later, I snap back. If I jump off the car, on his screen I'm in the ground with my head poking up like a groundhog. Few seconds later, I snap back. If I run around in circles jumping, on his screen I'm just constantly flying around zooming all over the place like a looney tune. Zombies and wildlife have the same issue. 


    If he exits the game and makes certain changes, for example enabling or disabling dynamic mesh, sometimes the problem goes away for a few hours or days, but it inevitably comes back.


    He did not have this issue prior to A21. He has uninstalled the game and wiped out his profile info on his local machine, and still ends up with the problem on fresh install.


    I have experience the bug a single time. I logged out, disabled dynamic mesh, logged back in, and have played another 30 hours or more without experiencing it again. This leads me to conclude its not simply a corrupt file on his client.


    We also loaded a brand new world on the dedicated server and had the same problem in the first play day.


    We contacted pingperfect and they moved the server to a different host, but we had the same problem.


    We are at a loss of how to proceed. At this point we have disabled dynamic mesh on the server, but it still occurs to this player. His ping is normally 3 and is constantly under 10.


    Detailed steps to reproduce the bug:

    1) Cannot reproduce on demand



    Actual result: entity movement on players screen does not sync properly


    Expected result: entity movement on players screen matches what every other player sees, and what the server expects

    Link to Pastebin Output Log:


    User Feedback

    Recommended Comments

    So far, it would seem that the issue goes away 100% of the time if the user connects to a VPN before connecting to the game. This would indicate its not a bug in the game per se, but....wtf? An issue with the way the game handles packets that traversed flapping routes? I don't even know.

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    This game requires a pretty solid (stable) connection due to the mass of data being handled. Optimizations are being made, but in the meantime things like:


    • Host having ports forwarded properly and antivirus exceptions (on both the game folder and the save folder)
    • Clients having exceptions in antiviruses
    • Struggling clients (like the desync ones) using the Network Workaround option in the General section in the options.

    Do respond back if you need further troubleshooting, however.

    Edited by Jugginator (see edit history)
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