Addressing Network Jitter & Synchronization
Synchronizing high-velocity soft-body collisions across a global network is an immense technical challenge. If your community participants report that opposing vehicles are “jittering,” “teleporting,” or “stuttering” during synchronized driving, you likely need to recalibrate your server’s simulation broadcast frequency. By optimizing theSendRate, you can balance the visual fluidity of the simulation against the bandwidth constraints of your players’ network connections.
Difficulty
Intermediate
Time
4 Minutes
The Technical SendRate Variable
TheSendRate parameter, situated within your core ServerConfig.toml registry, dictates the frequency (in Hz) at which the server node transmits physical state updates to each individual client.
| Value | Technical Profile | Strategic Use Case |
|---|---|---|
30 (Standard) | Balanced: The vanilla default. | Ideal for standard free-roam and social servers with 10+ players. |
60 (High-Fi) | Fluid: Maximum visual clarity. | Recommended for competitive racing if all players possess high-speed fiber connections. |
15 (Low-BW) | Efficient: Minimum bandwidth load. | Necessary for high-population experimental servers or players with unstable routing. |
Configuration Workflow
Follow these steps to apply a new synchronization profile to your server.Access the File Manager
Log in to the Game Panel and navigate to the Files tab.
Update SendRate
Find the
SendRate entry and modify the numeric value based on the performance tiers identified above.Need Extra Help?
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Last Updated: January 2026 | Networking: Smooth and stable.