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Nothing changed in the game 3 (or 4) days ago so sounds like a network issue on your end.
Are you playing a hosted or dedicated server. If hosted have the host test his network connection to some external site, pingplotter is good for locating loss.
If it's a dedicated server there could be something between your network in the city (probably all the same provider) and the game hosting facility (likely a different provider). Again pingplotter is a good package for testing between you and the server.
The games' queuing system is very sensitive to dropped packets so if the ISP or any intervening hop is dropping packets it will be very noticeable in game.
Other games are likely not as sensitive to packet loss.
I used to have a HUGE azz tree farm within close proximity to my base but I chopped it all day including the stumps thinking that all those tall trees swaying back and forth would add to the lag. Seems to have helped a little bit?
Lately, it's been more manageable. A few core friends had built another base much further away while the community center (my home) is pretty much where I reside. So we only have to deal with the lag when we meet up and are crafting.
Others have put it perfectly. Been trying to play the game with friends, some with fibre, some with dsl, and the problems we experience are as the thread states.
I certainly hope the devs can somehow implement a fix for this.
Many thanks!
If Odin's Wholf sees this, could we get a clearer statement regarding the issue. The top 3 rated issues here https://valheimbugs.featureupvote.com/ all relate to this problem and account for roughly the same number of votes as all the other issues combined.
As it stands now coop mode is unplayable for a significant fraction of the player base.
I think there are two classes of users,
The former can really only be addressed by limiting the bandwidth. short of some compression scheme the one obvious approach would be to halve the update rate. Makes for some choppy behavior but it would work. There are some other ideas but get much more complicated, e.g. balance responsibility for objects by network capacity but that risks clobbering machines with great internet and poor processing.
The latter can be addressed in small part by posting a sticky here with instructions for how to diagnose and correct most forms of loss. I've seen that done in other games and would be happy to help contribute. It has the added advantage of helping users QoL beyond the game. After that there's not a lot one can do for lossy traffic with this server model.
I'm trying to understand how the setup you described is contributing to the scenarios we're observing in-game.
I've only been playing Valheim with one other player. She hosts (although we have had the same lack of luck when I host) as she has a much faster internet package. She starts the session, and I join her game once the option becomes available. I log into our base, right next to her. Our base is very small, a small hut with a single room and a small pen outside, with walls around our plot of land for protection. It takes less than three seconds to move from the door of the hut to the door of the gate at the protective walls, if that gives you an idea of the tiny scale.
Moments after first appearing in the game my client's upload rate pegs ~50KB/s. I'm on DSL and that is the maximum transfer rate for my upload speed. I can't even begin to imagine what I could possibly (and for long minutes) be uploading to anywhere at that point, especially given your explanation as I am the second one arriving on the scene. Why am I uploading megabytes of data when all I'm doing is standing in a room relatively still? We are almost immediately out of sync with each other, each of us seeing different events (movements, opening or closing the door, etc.) occurring at different times.
Maybe after a few minutes of standing still the upload transfer rate has dropped to ~4KB/s. Everything starts syncing again. We walk out of the hut together and walk over to the gate at the walls surrounding our base. Suddenly I can't get the gate to respond; we're out of sync again and my client is uploading ~50 KB/s of data once more. To my friend's client, my movements and actions are taking place 20+ seconds later.
The thing is, we didn't have any sync issues until we started manipulating the world (cutting down trees, constructing buildings). When we first began our game and it was just us running around together, fighting and exploring (and gathering rocks and branches off the ground) everything seemed perfectly fine - for hours. It all began going horribly wrong once we started changing the world, and has been like that ever since.
Depending on your carrier you may have options. I just talked to CenturyLink and it turns out that I can get a business line with 20mbit down/ 1.5mbit up for exactly the same price I'm paying for my 15mbit down/ .5 mbit up DSL residential line. Switching just required 10 minutes of online chat and they're hooking it up next Wednesday. In my area that's the best we can get, broadband access is still a big issue for big chunks of the United States.