Is Normcore having latency/connection issues right now ?
Hi, we are doing our daily Playtesting of our game right now, and we are having quite serious Latency problems it seems, it feels normcore related as this worked fine earlier and yesterday, and the same build is now feeling delayed.
We use a stopwatch system based on room.time to know when the game is 'running' so that we move the player trolley based on the calculated ElapsedGameTime, sometimes though, the game still runs, but the trolley stops for a while, as if room.time had not changed multiple frames in a row. We are also noticing that when the game starts, which enables movement of the singular trolley to all players, that it takes over 1 second to propagate the start which is done by adding a Stopwatch.StartEvent to a RealtimeSet with a TimeStamp, to know the current elapsed time.
We've tried and looked to debug anything local, but nothing seems out of the ordinary, so in hope to rule out any bugs coming from our game, we wanted to know if Normcore had been having connectivity issues ?
4 Replies
Hi @Yrt. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave:
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I'm sorry, but as an AI, I don't have real-time monitoring capabilities to check the current status of Normcore's servers or any ongoing latency issues. I recommend reaching out to Normcore's support directly for real-time issues.
However, I can provide some general advice based on the information you've provided. Normcore is designed to provide low latency and it uses multiple cloud providers to ensure a high-quality connection for all players. If you're having trouble connecting to Normcore's servers, make sure the required IP ranges and ports are enabled as mentioned in the Firewalls + Corporate Networks (https://normcore.io/documentation/architecture/firewalls) section of the documentation.
Regarding the stopwatch system you mentioned, Normcore provides a synchronized clock to drive animation. This clock is set to match the room server's clock exactly with no added latency. The room time is available via the
realtime.room.time
property. If you're experiencing issues with this, it might be worth checking your implementation against the Timers + Synchronized Playback Part 1 (https://normcore.io/documentation/guides/recipes/timers-and-synchronized-playback) guide in the documentation.
If you're still experiencing issues, it might be worth considering upgrading to Normcore 2 if you haven't already. Normcore 2 has improved transform syncing, voice chat, and overall latency. You can find more information on how to upgrade from Normcore 1 to Normcore 2 in the Upgrading from Normcore 1 to Normcore 2 (https://normcore.io/documentation/guides/upgrading-from-normcore-1-to-normcore-2) guide.
Lastly, if you're using Normcore in a corporate network, you might want to consider using Normcore Private (https://normcore.io/normcore-private), which can provide a dedicated deployment that makes use of a single cloud provider and block of IP addresses. This might help with any connectivity issues you're experiencing.
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@Yrt Hey are you still facing issues?
It’s worth noting roomTime doesn’t perform any communication with the server once it’s started. Once you connect roomTime is a local monotonic CPU clock that’s never changed.
If you’re seeing stuttering with a roomTime-based timer, the issue is either with the timer, or how the values are being used.
realtime.roomTime and realtime.room.time are updated per frame in Update(), if you’re doing animation in something like FixedUpdate, it’s possible the roomTime value is the same between all FixedUpdate calls
No server issues as far as I know. All green over here at the moment.