When one player’s PC acts as the server, that player’s connection and PC performance decide how the game feels for everyone.
Why The host’s PC acts as the server (P2P, listen server) → Effect If the host’s connection or PC is slow, everyone feels it, while the host has zero ping → On screen Only the host has the advantage, and when the host leaves everyone freezes or disconnects
Primary owner Game team (Server development) · Also Game team (Client development), Infra team (Server infrastructure)
Game team action items
Server: move to dedicated servers that make the calls, until then pick a player with a good connection and PC as host during matchmaking. Client: support host migration, measure and report ping to other participants, upload speed, and PC performance during matchmaking.
Infra team action items
Secure server machines or instances for dedicated servers, place them close to regions with many players.
On the graph
Outliers only · Lag reports and disconnects per host
Where to look
Match logs with the host’s upload speed, each participant’s RTT to the host, the host PC’s frame time, and when the host left, with lag and disconnect reports grouped by host. Players can also confirm it by playing again with the same group and only the host changed
Confirmed if
Lag and disconnects concentrate in one host’s matches, all participants get worse together when that host’s upload speed is low or frame time is long, and without host migration everyone disconnects the moment the host leaves
Ruled out if
Only participants in the same region are affected, regardless of host: connection or route problem. With dedicated servers, this isn’t the cause
Check with
Game server or client logs and metrics
Sources
Networking Overview for Unreal EngineEpic Games A listen server’s host has an advantage over other clients and carries a heavy load, running both the server and rendering