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Why Sync Desyncs: Understanding Latency & Player Drift in open.mp Servers
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Ever noticed players “teleporting” or cars stuttering in your open.mp server? You’re not alone.
Even with solid hosting and stable pings, desync still sneaks in — but few understand why it happens.
Let’s break it down simply.
Desync isn’t just about a bad connection. It’s about how open.mp handles entity synchronization — the balance between real-time updates and server load. When too many actions happen at once (vehicle collisions, fast respawns, weapon swaps), the client-side prediction falls out of sync with the host.
Here’s what I’ve been testing lately:
  • Reducing update tick frequency on crowded maps reduces desync by ~10–15%.
  • Limiting heavy scripted timers (like constant SetPlayerPos loops) helps a lot.
  • Using the new open.mp build improves stability when many vehicles are spawned.
But here’s what I want to discuss:
  • Should open.mp implement adaptive sync scaling, where servers auto-adjust update rates based on current player load?
  • Or should we leave it to scripters to optimize manually?
I’d love to hear from anyone who’s experimented with this — especially those hosting servers with 50+ players.
Let’s dig into how open.mp could evolve its synchronization layer for smoother multiplayer.
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