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Kauldric Oct 22, 2017 @ 9:47am
Mini bike lag?
First off, love the game so this is not a flame.

I have been noticing that when I have a purple engine on my mini bike, world rendering of world details does not keep up with the fast movement of the mini bike.

Eventually I am riding into a bare world, and this is dangerous as I am liable to run into objects randomly when they pop into existence.

I know how chunked rendering works in Minecraft and this is basically the same. I get that.

I am wondering if someone has considered ejecting old chunks from the rendering queue when someone is moving very fast. Rendering ahead of the player should always be given top priority at all times.

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Showing 1-6 of 6 comments
YamaKami (Banned) Oct 22, 2017 @ 9:51am 
Purple makes it faster so the pc has to work harder to load and render everything as it comes. The good news is an entirely new vehicle system is in the wokrs with shoppers of doom and peddal bikes too that will replace the current one.

http://steamcommunity.com/app/251570/discussions/0/1484358860937594376/
Last edited by YamaKami; Oct 22, 2017 @ 9:53am
Kauldric Oct 22, 2017 @ 1:12pm 
@YamaKami

Yes, I understand this about purple engine :)

My point is that *at first*, purple engines do not create a lag. It takes a while, after traveling through different biomes, for the lag to manifest.

This leads me to infer that the lag is due to some internal game queue becoming full. That's why I think TFP should consider a Priority Queue (of sorts) rather than a straight-up LIFO when it comes to queuing chunks for rendering details.

I am also wondering if others have made this observation, and other ideas for fixing the problem.
systumseng Oct 22, 2017 @ 2:06pm 
Or making the world smaller so the servers can keep up.
Kunovega Oct 22, 2017 @ 8:07pm 
Originally posted by Kauldric:
@YamaKami

Yes, I understand this about purple engine :)

My point is that *at first*, purple engines do not create a lag. It takes a while, after traveling through different biomes, for the lag to manifest.

This leads me to infer that the lag is due to some internal game queue becoming full. That's why I think TFP should consider a Priority Queue (of sorts) rather than a straight-up LIFO when it comes to queuing chunks for rendering details.

I am also wondering if others have made this observation, and other ideas for fixing the problem.

You've already preloaded the chunks near you within visual range. It takes a while for the lag to manifest because the further out you go, the more world you are forcing the game to render and at a speed faster than the game-engine can currently keep up

Beyond that there's also two types of loading. First is reloading an area that you've previously been to, yes that may cause a bit of stutter at high speeds, but if you are entering an area that no one on the server has ever been to, then you are also generating new region files from hub data that didn't previously exist at which point you aren't just causing lag for you as you render in a distant region file, but lag server wide as a new region file is created

So there is a major performance difference between:

Driving a short distance through areas you already have preloaded

Driving a slightly longer distance through areas you are reloading from dormant region files

Driving really long distances into completely new terrain while the server generates a brand new region file that didn't exist

Hub files are created when the server is first loaded, but region files are not created until a player enters one, and it's not loaded up in a current playable state unless a player remains in one

There are actually server manager programs that will let you pre-generate region files to reduce potential lag, they can take upwards of 10 to 20 hours to complete the process (during which time your server is going to lag). Or you can test the process yourself: load up a brand new game, watch how the hub files are only generated during the first log in time, but now look at your region files, how few there are. Now fly around your world (H in cm or dm modes) and watch how the lag hits as you enter new regions. Now look at your region file folder and see how many you generated, you have a few hundred more to generate if you want the server to be caught up on the process. The game normally does it while you are playing over time

Originally posted by systumseng:
Or making the world smaller so the servers can keep up.

A region is 512x512 so unless you want the world to be that tiny you are going to have region loading times at each region wall and bigger loading times on regions that have never previously been entered while the file is created from hub data

I've had bases that big, that would be a really tiny world
Last edited by Kunovega; Oct 22, 2017 @ 8:14pm
Kauldric Oct 24, 2017 @ 9:22pm 
This is super useful and clarifies why I get lag in new regions. Do you know where to find such server rendering programs?

Originally posted by Kunovega:
Originally posted by Kauldric:
@YamaKami

Yes, I understand this about purple engine :)

My point is that *at first*, purple engines do not create a lag. It takes a while, after traveling through different biomes, for the lag to manifest.

This leads me to infer that the lag is due to some internal game queue becoming full. That's why I think TFP should consider a Priority Queue (of sorts) rather than a straight-up LIFO when it comes to queuing chunks for rendering details.

I am also wondering if others have made this observation, and other ideas for fixing the problem.

You've already preloaded the chunks near you within visual range. It takes a while for the lag to manifest because the further out you go, the more world you are forcing the game to render and at a speed faster than the game-engine can currently keep up

Beyond that there's also two types of loading. First is reloading an area that you've previously been to, yes that may cause a bit of stutter at high speeds, but if you are entering an area that no one on the server has ever been to, then you are also generating new region files from hub data that didn't previously exist at which point you aren't just causing lag for you as you render in a distant region file, but lag server wide as a new region file is created

So there is a major performance difference between:

Driving a short distance through areas you already have preloaded

Driving a slightly longer distance through areas you are reloading from dormant region files

Driving really long distances into completely new terrain while the server generates a brand new region file that didn't exist

Hub files are created when the server is first loaded, but region files are not created until a player enters one, and it's not loaded up in a current playable state unless a player remains in one

There are actually server manager programs that will let you pre-generate region files to reduce potential lag, they can take upwards of 10 to 20 hours to complete the process (during which time your server is going to lag). Or you can test the process yourself: load up a brand new game, watch how the hub files are only generated during the first log in time, but now look at your region files, how few there are. Now fly around your world (H in cm or dm modes) and watch how the lag hits as you enter new regions. Now look at your region file folder and see how many you generated, you have a few hundred more to generate if you want the server to be caught up on the process. The game normally does it while you are playing over time

Originally posted by systumseng:
Or making the world smaller so the servers can keep up.

A region is 512x512 so unless you want the world to be that tiny you are going to have region loading times at each region wall and bigger loading times on regions that have never previously been entered while the file is created from hub data

I've had bases that big, that would be a really tiny world
Kunovega Oct 25, 2017 @ 2:27pm 
Originally posted by Kauldric:
This is super useful and clarifies why I get lag in new regions. Do you know where to find such server rendering programs?

Originally posted by Kunovega:

You've already preloaded the chunks near you within visual range. It takes a while for the lag to manifest because the further out you go, the more world you are forcing the game to render and at a speed faster than the game-engine can currently keep up

Beyond that there's also two types of loading. First is reloading an area that you've previously been to, yes that may cause a bit of stutter at high speeds, but if you are entering an area that no one on the server has ever been to, then you are also generating new region files from hub data that didn't previously exist at which point you aren't just causing lag for you as you render in a distant region file, but lag server wide as a new region file is created

So there is a major performance difference between:

Driving a short distance through areas you already have preloaded

Driving a slightly longer distance through areas you are reloading from dormant region files

Driving really long distances into completely new terrain while the server generates a brand new region file that didn't exist

Hub files are created when the server is first loaded, but region files are not created until a player enters one, and it's not loaded up in a current playable state unless a player remains in one

There are actually server manager programs that will let you pre-generate region files to reduce potential lag, they can take upwards of 10 to 20 hours to complete the process (during which time your server is going to lag). Or you can test the process yourself: load up a brand new game, watch how the hub files are only generated during the first log in time, but now look at your region files, how few there are. Now fly around your world (H in cm or dm modes) and watch how the lag hits as you enter new regions. Now look at your region file folder and see how many you generated, you have a few hundred more to generate if you want the server to be caught up on the process. The game normally does it while you are playing over time



A region is 512x512 so unless you want the world to be that tiny you are going to have region loading times at each region wall and bigger loading times on regions that have never previously been entered while the file is created from hub data

I've had bases that big, that would be a really tiny world

CBSM was able to pre generate teh server map in a15

Pre-generate Server Map
This function allows servers to pre-generate their world, to save performance.

https://7daystodie.com/forums/showthread.php?29827-CBSM-Cloud-based-Server-Manager

ahk script was able to do it through scripted teleporting:
https://www.youtube.com/watch?v=VrF0u97CR9U

However I have not used either of those programs with a16. I've swtiched over to botman for our new server manager and since we now reset our cities (by hand) every 2 weeks we have not bothered to go through the process of pre rendering

I don't know what's out there for a16 (CBSM might still work, but a lot of its functions are crippled)

An admin with flight can do it manually by flying around from region to region. Honestly if you just map out the center to start thats often enough. Then do a few regions a day over time.

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Date Posted: Oct 22, 2017 @ 9:47am
Posts: 6