Multiplayer LAN Stutter

Godot Version

4.3

Question

I’m implementing a simple 3D LAN multiplayer game. So far I only have 2 players in an empty scene.

Everything runs smoothly if I start 2 clients on same machine, but when I start on 2 different machines on my LAN, each player moves smoothly on its respective client, but there is notable stuttering in the remote player’s movement as perceived by the controlling player.

godot-multi

I’m using a MultiplayerSynchronizer in my player scene to sync position, rotation, and blend position for my walk animation (I don’t think there should be much data involved here)

I’ve tried

  • client / server setup with ENetPeer
  • websocket peer
  • peer to peer using WebRTC

This is all local to my LAN, so I wouldn’t expect stutter when synchronizing just a few properties.

A couple of questions:

  1. Is this expected, or should this typically perform better on LAN?
  2. Any suggestions on how I can debug / improve performance here?

This should run smoother usually. What update-mode did you select?

@herrspaten If you are referring to the properties in the synchronizer, I tried the default “Always” as well as “On Change”.

hmm. Since it runs smoothly when you start in on one computer it suggests that the problem is your internet connection

@herrspaten I’m wondering if this is something with my mesh wifi dropping packets, some latency, etc. Not sure yet how to test this. Thank you for confirming this is unexpected. I’m happy to hear this “should” work better which means I can fix it.