Visualization of lag-problems since 3.4 | Devs, Community, Support, any help appreciated

In addition to my posts in the sticky made by the devs, I wanna provide visual proof of what I am dealing with since the 3.4-patch.

This is all mods turned off incl. Framework and libraries, on official realm, game-files verified, tried with flushed DNS-cache, tested with Google DNS also, tested with wired connection (even different LAN-cables just for shits and giggles) and wireless (↓ 450,6 Mbit/s↑ 21 Mbit/s). Tested the Beta-client as well for a couple of days, couldn’t test the optional p2p option though.

Download-Region: Germany, Frankfurt/Munich (tested both)

System: (shouldn’t matter anyway but here goes)

  • i7-7700
  • GTX 980
  • DDR4 2400 Mhz 16 GB
  • some PCI network-card ^^

So here we go, in my keep:

A minute later after joining a lobby through quickplay:

Notice the delay between the weapon swing sound and the hitsound. Hitmarker given immediataly, sound delayed. The hitsounds actually represent the moment the hit is registered, judging by my experience in missions. This delay at times even increases in actual gameplay.

Also notice that I am supposedly connected with an 85 measured latency.

I have played close to a 1000 h since falling in love with Vermintide 2 in April. Laggy behaviour had always corellated with bad ping up until 3.4. Now ping seems to not matter anymore, since I get these delays in basically every lobby, no matter wether playing with people from Germany (close) or UK or even Canada. Speaking of Canada: I regularly get matched wioth lobbies from Canada or people from Canada get thrown into our lobbies, despite the distance (Germany - Canada). Ping is always around 80-90, same as what I am getting with German mates. Seems highly unlikely, so one could almost think latency measurement is off thus matching the wrong people.

In any case… this is driving me crazy and any help from devs, support, or community would be highly appreciated. After 1000 h I am not nearly done with the game, yet. Looking forward to Chaos Wastes, the new careers, new EVENTS (plz Fatshark. What happened? Events were frequent from what I hear. This year though… one measly frame. ) …

Long Story short: I wanna kill some rat. Every day. Plz help. My life needs meaning again. :wink:

Console logs from the session the clips above were taken:

console-2020-12-28-22.03.02-d0788cdf-9ad8-4934-b1ed-95fd2d577224.log (731.6 KB)



Ever since the network code change in the 3.4 Patch, the network performance has been awful. The first two weeks it was nearly impossible for me and a lot of my friends from various places to play the game. There were such high delays on average 80 ping(which also doubled though compared to before at around 30-50), that you couldn’t trust anything on your screen anymore - the enemies are somewhere else already at the moment you see them and you would hit nothing, or they would already be dead 300 ms before theyy fall on your screen and you only hit corpses. The same goes for their hit animations- constantly receiving damage almost half a second before the hit visually appears on my screen - no chance to block, dodge, hit them with this delay. Rubberbanding enemies, visually running 2m back and forth in quarter seconds or enemies disappearing directly after spawn in plain sight/just jumping into the floor (note, that this isn’t the same as having hihg ping before the changes and having the rats float around, this is different and definitely a sync problem). This has become better since their two patches afterwards, but the delays are still there and definitely notable!

It isn’ t our internet either, since most of us have very solid to great internet connections, also if it worked like a charm before the patch and now went south for all of us after they admitted they changed network code, it is a clear issue on their side.

Really hope they will not take this lightly and put all their effort into fixing the network issues, because yes, it is playable at the moment, but it is no comparison to before and seriously hurts the gameplay and fun!!


I apologise that I’m not able to provide any help with this, I’ve added it to our existing database report but otherwise all I can do is wait on development to return in January and continue their investigation. :frowning:


In any case thanks for the quick reply even under the difficult circumstances at the moment. Wishing you and yours the very best.

By the way, you might also consider forwarding to the devs, that a huge change like switching to use valve’s relay-services should really make it into the patchnotes. :wink:

There’s an option under network in the settings. Can’t remember what it’s called, low latency mode or something? Try turning that on or off if it’s turned on. See if that helps?

There is no such option. :wink: There is the option to choose small network-packages, which should by no means be necessary with my connection-quality and bandwith. (See the original post.) Further there is the option to limit the upload-bandwith. Again, shouldn’t be necessary by any means since my upload greatly exceeds even the highest option of 2mbit/s. All of these options have been testetd nonetheless to no improvement.

In addition to the original post, this clip shows how the delay between impact and hit-registration even varies randomly in length, suddenly spiking up greatly:
(Again, turn audio on, pay attention to the sounds as well, watch the whole clip.)

These variations make playing even more difficult yet, since you can’t even just ‘play around’ the lag and adjust your timings.

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That was what I meant, smaller network packets. I have to use it, even with 800Mbit/s connection.

I remember having låg issues for ages and actually swapped parts from my spare pc’s to see if it was hardware related. Weirdly enough, using my older motherboard and 16GB of ram instead of 32GB made the game run better. No idea why… after a few patches, I swapped the parts back and there was no longer any issues.

During one patch, my really old i7 860 CPU actually ran the game better than my i9 :joy:


exactly, some swings(or whole games) the swings literally are delayed by almost half a second. look at 0:15-=0:17 -this is insane?!?!. When the whole game is like this, this is unplayable on Legend+, and this happens frequently in 80ping lobbies :frowning:

@FatsharkJulia thanks for bringing it up again and showing this thread - means a lot if this helps fixing it


I agree, that this is classic fatshark style - some options just don’t make any sense in how they behave :stuck_out_tongue: Still, the smaller network packages don’t do it for me either. Will test around it again though

I get your point, we all now the VT2-quirks unfortunately. :smiley: I wish the netwprk-options would fiy it, but they don’t. tested all possible combinations.
This right here is clearly related to network-performance/-code/server-performance, though. I suspect valves relay-code/-servers. My system hasn’t changed since first picking up VT2 and neither has my connection. I also purposely recorded these clips in the keep in various lobbies to avoid fluctuating frametimes and framerate to have an influence.

About after a Outcast Engineer patch, the average ping is around 100 even in same small country.

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This post is not about ping. The delays shown are not correlating with ping numbers.
The increase in ping is simply due to relay-servers being used and by itself is not an issue when staying below/around 100 ms.

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