ARK: Survival Ascended

ARK: Survival Ascended

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Vallith Oct 31, 2023 @ 6:21am
Arbitrary maximum number of waypoints?
Why can't I have more than 16 waypoints? Is there a setting to change this? I like marking things because I have ADHD and am therefore incredibly forgetful for where things are, but only having 16 waypoints just seems like being inconvenient for the sake of being inconvenient.
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Showing 1-15 of 62 comments
xXBulletJusticeXx Oct 31, 2023 @ 6:32am 
Color me stupid, but it MIGHT have something to do with performance issues.
Vallith Oct 31, 2023 @ 6:34am 
there's no ♥♥♥♥♥♥♥ way they've made waypoints so piss-poor that the game can't handle more than 16. even if you are an imbecile, programming the way to handle those waypoints would ONLY be performance intensive when you are loading/saving them to the disk to be used later. then they're just data.
Armoredsaint Oct 31, 2023 @ 6:49am 
You're right! Show those imbeciles how it's done and program your own game and make a game where you can have all the way points you can fit down your throat.
Vallith Oct 31, 2023 @ 7:54am 
lmao I'm a software developer. there is literally no reason that the number of waypoints should be limited to 16.
xXBulletJusticeXx Oct 31, 2023 @ 8:29am 
Well.. each server caps at 70 players. 70 times 16 is 1,120,

So JUST from waypoints it is 1,120 'arbitrary' limited number of statistical points that the server has to keep track of.

IDK.. color me stupid.

In addition to that, your dino tracking, player tracking, and other map features... yeah. nah dog, must be no reason at all to limit waypoints at all.
Strange Oct 31, 2023 @ 3:43pm 
99.99% sure that the "max waypoint count" is causing crashes, i have 0 waypoints but it still says this at the top of my screen at every single crash frozen screen
Frank Oct 31, 2023 @ 4:35pm 
Originally posted by Strange:
99.99% sure that the "max waypoint count" is causing crashes, i have 0 waypoints but it still says this at the top of my screen at every single crash frozen screen
This. I don't have crashes, but I also don't have any waypoints set, and I get this red warning on the top of my screen all the time too
Vallith Oct 31, 2023 @ 6:05pm 
Originally posted by xXBulletJusticeXx:
Well.. each server caps at 70 players. 70 times 16 is 1,120,

So JUST from waypoints it is 1,120 'arbitrary' limited number of statistical points that the server has to keep track of.

IDK.. color me stupid.

In addition to that, your dino tracking, player tracking, and other map features... yeah. nah dog, must be no reason at all to limit waypoints at all.

It doesn't make any sense for all waypoints to be sent to every other player when only the player who has created them will see them/be managing them. So the number 1,120 waypoints doesn't matter. Because it should all be handled client side. The server doesn't need to know about the waypoints each client has because it can do literally nothing with them.

The tracking of different things also would just be an entirely different feature set from the waypoints - just using a waypoint to display that on the map. The tracking *would* be relevant to the server and have to be done server-side, however then the data could be sent back to the client to update a client-side waypoint. Waypoints are the exact type of light-weight feature that people could use hundreds of with little-to-no performance impact.

Also - I am playing on Single Player. There is even less of a reason for a limit on Single Player.
Last edited by Vallith; Oct 31, 2023 @ 6:10pm
Velika Unleashed Nov 1, 2023 @ 2:01pm 
Originally posted by Vallith:
Originally posted by xXBulletJusticeXx:
Well.. each server caps at 70 players. 70 times 16 is 1,120,

So JUST from waypoints it is 1,120 'arbitrary' limited number of statistical points that the server has to keep track of.

IDK.. color me stupid.

In addition to that, your dino tracking, player tracking, and other map features... yeah. nah dog, must be no reason at all to limit waypoints at all.

It doesn't make any sense for all waypoints to be sent to every other player when only the player who has created them will see them/be managing them. So the number 1,120 waypoints doesn't matter. Because it should all be handled client side. The server doesn't need to know about the waypoints each client has because it can do literally nothing with them.

The tracking of different things also would just be an entirely different feature set from the waypoints - just using a waypoint to display that on the map. The tracking *would* be relevant to the server and have to be done server-side, however then the data could be sent back to the client to update a client-side waypoint. Waypoints are the exact type of light-weight feature that people could use hundreds of with little-to-no performance impact.

Also - I am playing on Single Player. There is even less of a reason for a limit on Single Player.
I don't think that the servers themselves have anything to do with a players' waypoints. Like the OP mentioned, they're client side. There's no way they're not. I go between three COMPLETELY different servers - one on official and two unofficial servers that are self-hosted by the owners - and I have all of the waypoints that I created on every one of them. Local game, too. So anything "server side" is a moot point.

It could be performance related for the CLIENT side, sure. I doubt it, though. I imagine it has something to do with how the new map system itself is handled. IE, it's possible that more waypoints might cause the waypoint system or the map itself to break in some way. Not sure.
Their just very low impact features. The resources need to run even 32 so negligible to be not worth counting. So I am also curious why they choose to limit it so much.
Cryptix Nov 1, 2023 @ 2:10pm 
Content bloat.

It's all well and good saying 16 is an arbitrary number but you have to remember every game is juggling hundreds of memory intensive features and cuts/limitations have to be made. Like someone else said

Originally posted by xXBulletJusticeXx:
Well.. each server caps at 70 players. 70 times 16 is 1,120,
Not just that but each coordinate has an X and Y value.

Originally posted by xXBulletJusticeXx:
In addition to that, your dino tracking, player tracking, and other map features... yeah. nah dog, must be no reason at all to limit waypoints at all.
Also way more that's too many to list tbh.

If the devs wanted their game to be even more unplayable than it already is then they could have added all these unlimited features but you'd quickly see players complaining about trolls spamming this or spamming that to lag out servers.
Last edited by Cryptix; Nov 1, 2023 @ 2:11pm
EnragedN3wb Nov 1, 2023 @ 2:20pm 
Originally posted by Velika Unleashed:
I don't think that the servers themselves have anything to do with a players' waypoints.
This.
Waypoints are 100% done client side. If you join a server & set some waypoints, then leave & load up single player you will have the exact same waypoints. Server has nothing to do with it. lol
Evil_Lee Nov 7, 2023 @ 5:58pm 
Originally posted by Cryptix:
Content bloat.

It's all well and good saying 16 is an arbitrary number but you have to remember every game is juggling hundreds of memory intensive features and cuts/limitations have to be made. Like someone else said

Originally posted by xXBulletJusticeXx:
Well.. each server caps at 70 players. 70 times 16 is 1,120,
Not just that but each coordinate has an X and Y value.

Originally posted by xXBulletJusticeXx:
In addition to that, your dino tracking, player tracking, and other map features... yeah. nah dog, must be no reason at all to limit waypoints at all.
Also way more that's too many to list tbh.

If the devs wanted their game to be even more unplayable than it already is then they could have added all these unlimited features but you'd quickly see players complaining about trolls spamming this or spamming that to lag out servers.

Quoting other users whose points were proven invalid by the fact that these are all set/stored client-side simply to try to prove your point which is the same as theirs is correct only makes you look like a fool. A few players have already mentioned these are not stored in the server which can be proven by joining any other server to see that the waypoints you set up on a previous server are still there (for that matter make waypoints on an official server only to leave and open a solo game to get the same result). Because it is all stored and dealt with locally it is IMPOSSIBLE for it to lag/crash servers (otherwise I could crash servers right now by opening a million tabs in this browser while playing on a server). Think of it as each person who owns the game has their own worker working on things. Overloading your worker will not have any effect on the workers other people have (that is the simplest explanation I can give to someone who clearly has no clue how servers work). I suspect it has more to do with the fact that tracking all of the waypoints at the same time so all of their markers show on the screen when the map is closed can be intensive/problematic but the solution to that would be to limit how many waypoints markers it will allow you to track at a time. Simply opening the map and clicking on a waypoint will track it using the marker and clicking a waypoint you are currently tracking like that disables the tracking. Using that system which they already have in place would be enough to prevent it from being extremely intensive. That said, I agree that there should be some limit on how many you can make but I feel that should be at least 50. Hopefully, someone can/will make a mod to fix that.
tzeraph Nov 7, 2023 @ 6:18pm 
Originally posted by xXBulletJusticeXx:
Well.. each server caps at 70 players. 70 times 16 is 1,120,

So JUST from waypoints it is 1,120 'arbitrary' limited number of statistical points that the server has to keep track of.

IDK.. color me stupid.

In addition to that, your dino tracking, player tracking, and other map features... yeah. nah dog, must be no reason at all to limit waypoints at all.
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Dont center the game on MP then. Solved!
fosley Nov 7, 2023 @ 7:43pm 
Originally posted by Cryptix:
It's all well and good saying 16 is an arbitrary number but you have to remember every game is juggling hundreds of memory intensive features and cuts/limitations have to be made.
...
Not just that but each coordinate has an X and Y value.
I have 32 GB of memory. About 5 GB gets used by Ark on low settings with fog and volumetric clouds disabled (plus I lowered shadows and stuff a bit). On higher settings, we might see 7+ GB.

Each waypoint is going to have several bytes of data for the text string. One to two bytes per character is typical. If each waypoint can have 100 characters at two bytes each (UTF-16), that's 200 bytes. Each coordinate is likely 64 bits, or 8 bytes. That's 216 bytes, or 224 bytes if we add a vertical coordinate.

There are also a couple bytes for things like icon (1 byte lets us address 256 icons, while 2 bytes lets us address over 65000 icons) and color (3 bytes, one per color channel, is typical RGB encoding).

Regardless of specifics, we can easily fit each waypoint into 256 bytes. Every kibibyte (1024 bytes) is 4 waypoints.

A single mebibyte can hold over 4000 waypoints, and a gigabyte can hold over 4 million.

Even a 16 GB memory kit can easy handle literal millions of waypoints.

CPU wise, those waypoints will take a bit of power to iterate through, search through, etc. But I still routinely deal with datasets larger than that with minimal issues and I'm not even a good programmer.

The biggest issue here would be trying to activate 4 million concurrent waypoints then do the math to paint them onto the screen. Since it's likely CPU work, it will be a bit inefficient and probably cause notable framerate issues. But then, activating 4 million concurrent waypoints isn't very useful, so I think we're okay. And if you have a beefy CPU, I don't think it will hurt you too much.
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Date Posted: Oct 31, 2023 @ 6:21am
Posts: 62