
To my knowledge the game 5 years (ish) back used to try and pre render all characters before you see/interact with them. always worth checking your assetcache folder is empty. This data is stored in "assetcache" and should be automatically cleared on close of your game. This how ever has its issues, someone with a bad connection or connecting to eu from west coast california can slow this process and causes delays/packetloss etc, people attempting to use laggers also effects this, were the server is having to request multiple times until arguement is made to drop packet request or disconnect client. > Client (you) recieves packets and unpacks info, but also has to send new updated packet. > Server recieves packets and then has to redistribute packets to clients (this is done at server for security instead of p2p) > Server Requests packets from each client to confirm > All client locations in/on map by co-ordinates + mission/activity_status_

Something like this (not perfect dont quote me)ĪPBR client (you) Request to server > All client character profiles for joining server (ip) Eu1 (example) Yeah, so I previously said in one of my other thread posts, (cant find it now) but when joining A) server B) missions your system has to receive and process data.

Some people said that it's happening when players are joining the district. The main problem is with this weird 1sec lags that are random. I used DDU and I even have installed win10 again and got same results.
