Lag detected playing few minutes on new OS, install & character

I have seen many issues/posts on Lag Detected but none seem to fit my same scenario:

  • I have reinstalled Windows brand new & all updates.
  • Installed all drivers & updated video driver to NW recommendation (No ASUS software installed).
  • Reinstalled New World on same HDD and each time deleting app data local & roaming files before reinstallation along with steam verify integrity after installation before launch.
    *** I have deleted characters & started brand new ones on different worlds on different world sets in NA East.**
  • I have also tried nordVPN with same issue.
    Also played alpha/preview without issue but started getting it in Beta

If I do not get the lag detected error within the intro, it usually occurs within 10min of play (usually around lvl 3 or 4). Most of the time will not reconnect and sends to New World main home screen. I have no problem logging back in & playing again until the Lag detected happens again usually at faster frequencies each time.

Game logs always show this error excerpt: {@Fostus if needed, full game.log: GameLog - Pastebin.com}

Game Log Error

<2021-10-07 01:08:39.814>: [Info]: ============================ Loading level NewWorld_VitaeEterna ============================
<2021-10-07 01:08:43.803>: [Info]: CGame::InitCoatlicueTerrain
<2021-10-07 01:08:43.805>: [Info] (AZCore): [GameMessagePort] ProcessPendingReliableMsgQueue processing 15 messages from m_pendingUnexpectedMsgs
<2021-10-07 01:08:44.064>: [Info] (AZCore): [GDERenderManager] Init()
<2021-10-07 01:08:45.442>: [Info] (AZCore): [GameConnection] GameConnectionWrapper: player spawn succeeds, in game
<2021-10-07 01:08:45.442>: [Info] (AZCore): [GameConnection] Update state WaitingForPlayerSpawn to new state InGame
<2021-10-07 01:08:45.442>: [Info] (AZCore): [Game] CGame::OnConnectionSucceed
<2021-10-07 01:08:45.474>: [Info]: [ERROR] ClientSDK: Failed to unmarshal message: num_bytes=37, type=B17946984E434968A9EAC5E0A83E12A7
<2021-10-07 01:08:50.318>: [Info]: [ERROR] ClientSDK: Failed to unmarshal message: num_bytes=37, type=B17946984E434968A9EAC5E0A83E12A7
<2021-10-07 01:16:29.211>: [Info] (AZCore): [GameConnection] GameConnectionWrapper: disconnected from REP
<2021-10-07 01:16:29.219>: [Info]: [ERROR] ClientSDK: @mm_csdkerr_disconnect
<2021-10-07 01:16:29.227>: [Info] (AZCore): [GameConnection] Report Error: Reason: 1 BannedUntilEpochMS: 0d
<2021-10-07 01:16:29.227>: [Info] (AZCore): [Game] CGame::OnConnectionFail: OnConnectionFail: Reason: 1
<2021-10-07 01:16:29.227>: [Info] (AZCore): [Game] CGame::ActorContainerDisconnect
<2021-10-07 01:16:29.227>: [Info] (AZCore): [GameConnection] GameConnectionWrapper::Disconnect
<2021-10-07 01:16:29.227>: [Info] (AZCore): [Game] CGame::OnDisconnection: Disconnected from REP
<2021-10-07 01:16:29.260>: [Info] (AZCore): [GameConnection] Update state InGame to new state Disconnected
<2021-10-07 01:16:29.269>: [Info] (AZCore): [GameConnection] GameConnectionWrapper::Disconnect
<2021-10-07 01:16:29.460>: [Info] (AZCore): [Game] CGame::ActorContainerConnect
<2021-10-07 01:16:29.460>: [Info] (AZCore): [GameConnection] GameConnectionWrapper::Disconnect

PC Specs per game.log

<2021-10-07 00:56:06.543>: [Info]: Executable: NewWorld.exe [AZ_RETAIL_CONFIG]
<2021-10-07 00:56:06.543>: [Info]: FileVersion: 1.9.232.1441593
<2021-10-07 00:56:06.543>: [Info]: ProductVersion: 1.9.232.1441593
<2021-10-07 00:56:07.181>: [Info]: Local time is 20:56:07 10/06/21, system running for 7108 minutes
Intel(R) Core™ i7-6700 CPU @ 3.40GHz
ASUS Z170 Pro Gaming Motherboard
Windows 10 64 bit (build 10.0.19043)
16315MB physical memory installed, 11734MB available, 134217727MB virtual memory installed, 28 percent of memory in use
PageFile usage: 152MB, Working Set: 199MB, Peak PageFile usage: 332MB,
NVIDIA GeForce GTX 1060 6GB (vendor = 0x10de, device = 0x1c03) - Feature level: DX11 (SM 5.0)

Update: As of Oct 13 post-patch, Lag detected seems to be occurring faster if not immediately only a few minutes of gameplay. So I reviewed another forum discussing and this post Lag Detected followed by Stuck Character "Time since last response:" until disconnect - #1998 by Rena made me try my VPN in TCP mode and is working albeit some weird slow “lag” like animations occurring sometimes but am able to play.

Update 2021-10-15T21:59:00Z: I realized IPv6 was disabled by default on my router, since turning off IPv6 on my computer didn’t help prior, and I saw network traffic issues, I was looking through my router settings and noticed it. Now enabled I have been playing without issue so far and without the VPN on since 5:05pm/ET; however when server load hit I started getting “lag detected” issues around 8:30pm/ET so switching back to the TCP only VPN until Amazon adjusts their server network handling.

Update 2021-10-22T04:00:00Z: replaced router. Using netgear Orbi Wifi 6 with same one. Did not enable IPv6 routing. IPv6 is enabled on my computer network adapter. Applied Static IP & port forwarding rules as mentioned here: Creating a Port Forward in Your Router for New World and have not had any issues since except for few small ‘lag detected’ every now & then that last a second(s) and recover itself.

Latest Update: Above resolve only lasted a few days, switched back to TCP only VPN.

Last update: It seems NewWorld patches has resolved the lag detected again for the most part haven’t received any even without using VPN. So likely lower post below NewWorld Network Tracing means they fixed their side, good work, will close this post for now.

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Can you explain VPN in TCP mode if you don’t mind?

This simplifies the explanation: TCP vs UDP: Learn the differences | NordVPN

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Can you explain VPN in TCP mode if you don’t mind?

Most of this is covered in that NordVPN link to some degree, yet I’d like to elaborate a bit:

TCP:

  • Session Oriented

  • Well defined NAT behavior {One can expect that all hardware will handle TCP sessions very similarly – e.g, it just works}

  • It’s a “data-stream” protocol {Application has no concept of “packets”}

  • Delivery is guaranteed [protocol handles retransmission]

  • Order is guaranteed [protocol re-orders packets before delivery to application]

  • Maximum size of packets is auto-negotiated at connection time

  • Flow Control / Congestion Control is handled by the protocol {application, at least in blocking-model, does not need to handle backpressure}

UDP:

  • Not Session Oriented

  • Undefined NAT behavior {router implementations may behave unexpectedly!}

  • Low Level {application is aware of, and must handle packets directly}

  • No guarantee of delivery [packets can be delivered, not delivered, or delivered with errors – application must handle this]

  • No guarantee of reception order

  • No negotiation of packet size [too large packets are simply discarded]

  • No implementation of flow control [application must handle backpressure and transmission limiting]

Far as how this impacts a VPN:

UDP “if it works” can theoretically do better due to having low-level control. Forcing many application sessions “multiplexed” over a single TCP session forces-ordering, and guaranteed delivery, of all sessions as-one – {including where there is no relation between the data transmit in those sessions}.

– There are also some complex consequences and interactions for congestion control nesting.

However, this is only a real problem in the case of jitter, or loss, or insufficient bandwidth, or a-lot of sessions in tandem {such as running an entire household through one VPN connection}. It’s important to remember that while UDP “has the potential” to do better than TCP … TCP is likely to just work in almost all use cases.

EDIT: If you’re using a TCP VPN. Try to limit traffic “other than the game”, to minimize the above. Turning off auto-updaters, etc, might help the game experience for now.

Ideally, New World’s developers can add some form of alternate TCP-Mode to the game in the future, as they would have far better granularity. e.g, to create TCP sessions grouping “like game-data” – mitigating some of the retransmission and ordering problems, through just using many sessions in parallel.

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I was analyzing potential causes relating to ISP & NW servers and captured interesting info that mods may be able to pass on & shed light:


This starts with US-East server app talking to my pc (in Florida) via UDP and then notice my PC requests DNS to AWS in Central US for some reason? question #1 - why?
This request is handled via TCP finalizing in cipher change spec when I receive a retransmission from their server, meaning they never received my ack (#50) timely? question #2 - why? Assuming either dropped packet like @Rena mentions or internal network/timing issue.
This also happens one more time shortly after (not pictured, less than .5sec later) & a flood of tcp lengthy comms that lead to my lag detected in game.
While trying to answer #2, I run a ping & trace to this new Central US AWS server and realize there are some big issues here, but not sure if ISP should fix or Amazon?:

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