Private server lag

So let me get this straight…

We’ve been waiting for a UE5 release so that the game would run on more than one thread…

BUT IT’S STILL ONLY RUNNING ON ONE THREAD?

Funcom…HELLO? What the hell?

I’m not 100% sure, but everything points to maybe so.

:brazil:
servers pc feedback @Funcom_Community
Se as informação não foram benéficas… Entre em contato com o suporte :face_with_monocle:

Accidently deleted it

:brazil:

servers pc

Sim, eu li e conferi tudo aqui, mas na descrição do seu post você diz que é um servidor privado, então o título acaba ficando incorreto por não deixar claro que se trata de um servidor online (mas pode ser apenas questão de interpretação).

Quando falei para conferir os servidores dedicados, era para olhar o post e buscar informações sobre todos os servidores que estão online, não apenas o seu.

Inclusive já existe um tópico específico sobre servidores aqui, então recomendo que você poste lá para informar esses problemas diretamente ao @Toolguy

Eu também faço host de Conan Exiles e não tenho esses problemas, porque acompanho todas as atualizações. E sobre ping/lag: se o host estiver longe da sua região, o lag é inevitável, como por exemplo muitos brasileiros sofrem com isso ao hospedar em locais distantes.

Looking at the logs, for some reason the server is running at very low FPS, which I believe is the reason we’re experiencing lag.

It’s weird that the settings are supposed to have it running at 60 FPS, Gemini told me to change that to 30 as this is not a shooter game it doesn’t need to be so high. Tried the change to 30 but we didn’t really notice any difference.

[2026.05.16-18.05.17:570][ 63]LogServerStats: Status report. Uptime=62700 Mem=6614347776:137365106688:12382658560:14242648064 CPU=4.576536:109.836868 Players=2 FPS=21.27:33.09:123.51 NPC_AILOD=32:20:21:12663 B_AILOD=40:0:2:85 P_AILOD=217:188:20:865

I’ve been noticing a bunch of warnings and errors in the log files:

For example:

[2026.05.16-18.10.08:765][460]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: Failed
[2026.05.16-18.10.08:766][460]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: MissingParam
[2026.05.16-18.10.08:766][460]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: OwnerLost
[2026.05.16-18.10.08:767][460]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: UNSUPPORTED STATUS
[2026.05.16-18.10.08:795][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: Failed
[2026.05.16-18.10.08:796][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: MissingParam
[2026.05.16-18.10.08:797][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: OwnerLost
[2026.05.16-18.10.08:797][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: UNSUPPORTED STATUS
[2026.05.16-18.10.08:798][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: Failed
[2026.05.16-18.10.08:798][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: MissingParam
[2026.05.16-18.10.08:799][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: OwnerLost
[2026.05.16-18.10.08:800][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: UNSUPPORTED STATUS
[2026.05.16-18.10.08:800][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: Failed
[2026.05.16-18.10.08:801][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: MissingParam
[2026.05.16-18.10.08:801][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: OwnerLost
[2026.05.16-18.10.08:803][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: UNSUPPORTED STATUS
[2026.05.16-18.10.08:803][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: Failed
[2026.05.16-18.10.08:804][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: MissingParam
[2026.05.16-18.10.08:804][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: OwnerLost
[2026.05.16-18.10.08:805][461]ConanSandbox: Error: USOF_ForceTransform::OnQueryFinished - Query Failed for slot SOS_Sit_Eat, own
ed by BP_PL_Couch_Aquilonia_C_2147391127 with status: UNSUPPORTED STATUS

So if I was to guess, it’s the quick error loops that make the server get messed up.

【LogCharacterMovement: Error: Failed to find teleport spot location for ‘PersistentHumanoidNPC_C_2146995742’ after FindTeleportSpot failed. Movement glitches may occur.】
On my server, there are times when this error log is output massively. Do you know the cause?

Just a small clarification about the “FPS” value in the dedicated server logs.

That is not graphical FPS like on a game client. A dedicated server is not rendering frames. In this context, it is much closer to the server simulation/tick rate: how often the server is updating game logic, AI, replication, movement, combat, etc.

So changing the server from 60 to 30 does not really “fix” the issue by itself. NetServerMaxTickRate=60 or 30 is basically a cap/target, not a guarantee that the server will actually maintain that rate.

If the server is already dropping to around 21–33 with only 2 players online, lowering the cap to 30 may not show much difference, because the real problem is probably somewhere else: AI, pathfinding, building actors, mods, repeated errors, log spam, or some server-side bottleneck.

Also, the low CPU percentage in the launcher can be misleading. Conan can still be bottlenecked on a main thread while the total CPU usage looks low on a multi-core machine.

That is why I think it is important that these issues are reported clearly and with logs/stat reports, so the developers can see what is happening and provide real fixes or guidance. Server admins can test settings and workarounds, but if the server simulation itself is struggling or producing repeated errors, that is something that needs proper attention from the dev side too.

So I think the useful thing here is not just “set it to 30 because Conan is not a shooter”, but to find out why the server is unable to maintain a stable tick/server FPS in the first place.

Phhhhh. This is just a facepalm. Funcom released the game on UE5, which increased RAM consumption by 2-4 times. But on top of that, the server side doesn’t even use the engine’s multithreading because its architecture is still stuck at the UE4 level — from the moment the game launched back in 2018.

A single GameThread has to do all the work and is the bottleneck. That is, one processor core works at maximum, while the other cores sit idle. And when you add G-Portal’s containerization (Docker) and the Noisy Neighbor effect on top of that, you get the perfect storm of ping and lag. :rofl: This game is doomed.

This is also what I was trying to point out.

I would only be careful with saying the whole server is literally “single-threaded”, because the process may still use extra threads for networking, IO, loading, async tasks, etc.

But the important part is that the main game simulation seems to remain heavily bottlenecked by the GameThread / main thread. That would explain why total CPU usage can look low while the server FPS/tick rate is still bad.

On a modern multi-core CPU, one saturated main thread can produce exactly that situation: one core is struggling, the rest of the CPU looks mostly idle, and players still experience delayed hits, rubberbanding, slow NPC reactions and bad PvP responsiveness.

That is why I think server FPS/tick rate is a much better indicator than just looking at total CPU usage or ping. If the server simulation itself is falling behind, no amount of client-side tweaking or “lower your tickrate to 30” advice will really solve the root issue.

And this is also why these reports should be visible to the developers. Server admins can test settings, reduce log spam, clean mods, adjust tickrate and optimize configs, but if the bottleneck is inside the server simulation itself, only Funcom can provide a real fix or proper technical guidance.

Agreed. I have been looking forward to a UE5 update for years. Well… I figured they would fix the game to where it didn’t mostly run on just one thread (But it still does!) Graphic wise? It’s amazing. Performance wise? It SHOULD be 20 times better: And it’s 600 times worse.

I can’t believe you guys didn’t at least do stress-testing before you even announced the upgrade. You couldn’t have, or you would have seen this problems first hand before the announcement for Enhanced was ever made.