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11 Mar, 2019 @ 8:53am
Outgoing Reliable Buffer Overflow
Since v293.100 – Homestead! update, everytime I transfer within the cluster I play on, I get the error “Outgoing Reliable Buffer Overflow”.
This error was common before, but only if you have an abundance of inventory on your character when transferring.
I can transfer successfully with 5 items or less, but anything more than that, I will get this error.
Has anyone else had the same issues since v293.100? Has anyone discovered a resolution to this problem?
Date Posted: 11 Mar, 2019 @ 8:53am
Posts: 42
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The Problem:
For clients, there is a buffer, where data is stored while waiting to be processed by the client. When the character data gets too large (larger than the size of the buffer) and/or cannot be processed fast enough, it causes an overflow (the Outgoing Reliable Buffer Overflow error you are presented with in-game).
This error typically occurs when trying to transfer inside a cluster (the timeout is much shorter for a file load between servers than an initial load.)
The Fix:
- Move your Ark game files to a faster form of storage – If it’s on a hard drive (HDD), move it to a Solid State Drive (SSD)
- Lower or wipe your character’s inventory.
- Try using a mind wipe tonic, transfer character, then relearn engrams once the transfer to the other server is complete.
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Who doesn’t know the annoying message, Network Failure Message: Outgoing Reliable Buffer Overflow! BANG! solutions are mostly
- to learn only the engrams which are needed regularly (not all of them) and
- don’t make your own inventory too full.
However, there is no fixed limit or border here, because simply said the game client of ARK with the loading of the relevant data (eg your content of the inventory) does not progress fast enough. In addition to the problems mentioned above, this can also be due to the fact that the PC is simply too slow (ARK was not installed on an SSD) or the network connection was “temporarily” too slow. If the error occurs, simply try to enter the map again and in most cases this will work without problems.
Some technical details about “Outgoing Reliable Buffer Overflow” here from 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 then 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 then “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 then 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.
Quelle: https://steamcommunity.com/app/346110/discussions/0/3113655160532005764…
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