I have a new game, called beach soccer.
Obviously to debug and see if issues go wrong i print or warn stuff on serverside console about who won, who scored, if data saved and so on
But recently ive been getting high recieve, during training or middle of the match
i passed off during training as the content being loaded, but middle of the match its pretty weird
Ive been going through my code, even removing particle emitters reducing load on server side but they only seem to reduce slightly, players still freeze up or get desynced and itd be followed by high recieve that extends to 300-1600 kilobytes then drops to 8 kilobytes
and i got a idea that it might be print or warns but it sounds stupid to say that could cause it
anyways, heres a picture of how the average round prints look like
Prints, warns, errors and any console outputs can and will decrease performance in your game.
You don’t even need many or many repeated prints for lag to occur even just a few can cause performance issues, ive encountered it a lot.
I would recommend disabling or removing the warns and prints from your scripts and seeing if there is a change is performance.
Judging by your console outputs thats a lot of warns and so its likely thats causing low performance and desyncing.
If it does improve performance i would put your particles back as they don’t cause much performance loss compared to warns and prints.
Hope this helped and this is what you were looking for.
I’ve done this and will restart my games servers after i also make fixes on some data problems.
I will get back to you if this works, and again its not FPS problems, its the desync that is followed by high recieve that occurs randomly which spikes a players ping
Removing outputs seems to have reduced spikes & recieves, but i forgot to remove a few but seeing as no one is complaining now i wont shutdown when i do publish