outgoing reliable buffer overflow

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  • If you do a google search on this exact topic, many thread and information exist.


    I copied a post on steam:

    "

    That error is.... Originally posted by Lethal:

    So for clients there is a buffer, kind of like memory, where it holds data waiting to be processed by the client. This could be anything that replicates to your client and everything in effect contributes to this buffer. It could be polygons and tri's from rendering, animations, number of engrams learned, items on you (cryopods have the biggest impact since it's holding dino data in a tiny item), dinos, structures (dynamic changing ones have the biggest impact), and every time you open an inventory holding Ark Data than all three tabs of data get replicated to you, and there's more. Everything that your client actually has to process goes towards this. When the buffer limit is reached than "unreliable" events (or those set to not be absolutely mandatory in firing) will cease to fire, but events set as "reliable" have that mandatory flag and if it can't execute than it causes a hard failure. It's hard to define what is set as reliable but we can imagine that events tied to a player connecting would be considered reliable whereas throwing an item on the ground to trigger the respective animation would be unreliable. Thus, when this client data reaches it's limit and you trigger a reliable event... this is how you get: Reliable Outgoing Buffer Overflow.


    In short, your client/game is processing too much data. Lowering graphics or learning less engrams or anything to reduce your data to process will help. Also, the faster your storage device (SSDs win here), the faster it can process this data which helps it from overflowing. The faster it processes out, the less chance of it reaching the limit."