You can almost guarantee you'll have no issues (provided your internet, server, and computer are all running fine) because it's just your client generating the activity and sending that data back to your server. You can sort of test this out by getting on your server when it's only going to be you online. And this can get way worse if one or more of the users on the server has a bad connection. Basically their netcode currently doesn't handle multiple people all doing stuff at once very efficiently, especially if everyone is close to eachother. As far as all of the actual activity, like animals/enemies doing stuff, fires burning, people building stuff, that is all happening client side and being sent out directly to any other clients connected to the server. Having a dedicated server for Valheim essentially only houses your worldfile 24/7 for access. There is a definite issue with it as even if you have a dedicated server that you run or have rented the majority of this game is still p2p. I don't think this is so much a server side issue as it is an issue with Valheim's netcode and p2p architecture. dll file that it came with, and we are no longer experiencing the insane lag spikes. dll file and gave them instructions on how to install it into their game, and that really seemed to work fine, and we thought this had fixed the lag issue that we were having, and then we went onto a boat expedition, and roughly ten minutes later, was hit again by extreme lag, we were all disconnected (just in time for a serpent to show up, too x) )Īny ideas? I've currently set the server back to the original. Whenever this error occurred there were MASSIVE lag spikes (much worse than before) and most of the times it would disconnect everyone on the server, regardless of whether or not they are near the group (it happens without a group too, actually.) The first and foremost of them is that when I have two or more people on in the same area, they can receive over 64 kb/s of data, but in my server console I keep getting errors, like aSyncTCPSocket created/destroyed. So, I've just done this on my dedicated server that I'm hosting for a few friends, and I've run into a few issues. Bonemass is probably the fight most sensitive to client send rate - my clients were hitting the 64kbps limit basically the whole fight. Latency is almost completely alleviated - though teleporting causes server-wide latency, and the fight with Bonemass had intermittent, minor latency spikes.īonemass is rough because it takes place in the swamp (lots of instances = lots of network traffic) there's a lot of adds (lots of network traffic from communicating enemy position, status, etc.) and Bonemass does a lot of environmental damage (creates new instances during combat). I am going to increase to 240kbps and experiment with clients sending at 120kbps. I have my server running at 180kbps send and it is working well. Most broadband connections have around 10x as much download throughput as upload.įor reference: I am at 120mbps down, 12 mbps up. Numbers are the same for the server receiving traffic from clients if you increase the data rate on the client side. The devs have noted this in their comments over at the Steam forums, and will likely be improving this interesting netcode over time!Ħ4kbps (default) x 10 players = 640kbps upload for the server hostĦ40 kbps (10x default) x 10 players = 6.4 mbps upload for the server hostĦ400 kbps (100x default) x 10 players = 64 mbps upload for the server host Remember this is a workaround to alleviate an issue, not a solution. You can find dnSpy to make these changes yourself at: This results in buttery smooth instances across all players in a given area, with the requirement that everyone has decent internet (at least 2Mbit peak upload). For our group's server, we have the client limit raised to 256k, and the server to 384k. This fixes the main issue with blocked events, for those in heavy areas like swamp crypts (can't open chests, enemies won't have events) or a heavy lumber run.Ĭoincidentally, raising this send limit client side also alleviates another issue - quicker events in high-traffic areas like the above. For anyone interested, raising the server send limit even slightly (say from 64k to 92k) makes up for one issue - an instance leader sending the full 64k, plus other area players sending 2-3k for their own movements/actions chokes the server send limit - raising it allows this to dequeue at a reasonable rate.
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