Because of the high level of simulation going alone, along with the way the current isometric world is constructed to work in 2D, and until we make some planned big changes to the rendering, 60FPS will likely be out of reach for most but the highest specs. Please try 30FPS first and only move up if you get a stable If a HD player, please consider playing in instead of There'll come a point soon where this is no longer necessary, but it's slightly frustrating for the team and mods that we put that warning and 30FPS defaults in there to make sure people don't dive in to an awful FPS, and because of their prior assumptions about their specs people's first action is to move it from the defaults we set up to ensure everyone had a playable FPS. If you are running Gamebooster or any gamebooster type program, please close it. These programs are not actually helpful and can actually cause more problems with Project Zomboid by having it on. So please, while playing the game have it off. When booting up Project Zomboid you'll probably notice you have two options available to you. If you are experiencing such problems, then try running the game in this mode. If the problems persist head over to the support forums and create a report there.
Sign In. Getting Started. Steamworks Documentation. ISteamNetworkingSockets Interface. Networking API similar to Berkeley sockets, but for games. When sending and receiving messages, the peer is identified using a connection handle. But unlike TCP, it's message-oriented, not stream-oriented. The boundaries between the messages are maintained by the API. Both reliable and unreliable messages are supported.
These protocols are flexible and can be used for almost anything. However, using them to synchronize game state manually can be a large amount of work. Sometimes that work can't be avoided or is worth it, for example when working with a custom server implementation on the backend. But in most cases, it's worthwhile to consider Godot's high-level networking API, which sacrifices some of the fine-grained control of low-level networking for greater ease of use. UDP is a simpler protocol, which only sends packets and has no concept of a "connection". No error correction makes it pretty quick low latency , but packets may be lost along the way or received in the wrong order. Added to that, the MTU maximum packet size for UDP is generally low only a few hundred bytes , so transmitting larger packets means splitting them, reorganizing them and retrying if a part fails. Due to this, most game engines come with such an implementation, and Godot is no exception.
You may wonder, then, what the point is of soliciting ideas, as we do on the forum. We, the developers, have certainly come up with many good ideas on our own, but our players often do as well, and generally ones we don't think of ourselves. If a player comes up with an idea we like, we might implement it. Not because they asked for it, but because of its own merits as an addition to our game.