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It's a network "booster" that applies rules when you launch a game. My host is a new PC setup with new tools coming with it and one of them that came with the motherboard is a software called GameFirst VI.Īfter killing almost everything running I saw that this tool was the one slowing down Parsec.
#Parsec game how to
I have checked a lot of other posts, but have not found a fix that worked for me so far.įinally found the issue and how to fix it.Īfter more tests and investigations I was finally able to find the culprit. I'm open to any suggestion that would help me fix that issue. Disabling the P2P option in Win10 updates.Reseting both configuration file and re-installing parsec on both side.Changing all the parameters on host / client to test every single possibility.I kept the overlay open so we can see the decode / encode / network latences.Īlso it's weird but the decoder seems to be pausing and that's when it start freezing. supdater_fetch: parsecd.exe is up to date The console shows this: supdater_fetch: pservice.exe is up to date
#Parsec game pro
Geforce GTX 1070 FTW (yeah I know, a bit old but was not able to score a RTX 30xx yet)Ĭlient: Macbook Pro with either parsec app or web version (both show the same issue)īoth devices are using ethernet cable, the switch is connected to each device and to the router via ethernet. The PC is using a 4k screen with 4k resolution but I'm asking for 1920x1080 and it does not apply most of the time Weirdly it does not apply the resolution I'm asking.I have tried many tools to test packet lost on this host and it's always 0%. The console shows really high packet loss but I don't understand why.
#Parsec game windows 10
This is what worked for me, hope this helps anyone else having this issue with Parsec.I have been trying to use Parsec on a new PC using windows 10 and every time I use it, I encounter lab spikes / small freezes. The mic will still pick up what you say but you won’t hear yourself through your speakers/headphones.
#Parsec game manual
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It turns out the automatic echo canceling feature in the Host settings is the culprit here. Sometimes the client will hear a stray sound effect from the game but for the most part, can only hear the music/background noise. We ran into an issue where the client could hear the in-game music and some of the menu sound effects but couldn’t hear in-game sound effects or voices. I found a lack of information regarding this issue so I wanted to write something up in case anyone else is running into this.
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