Instalează Steam
conectare
|
limbă
简体中文 (chineză simplificată)
繁體中文 (chineză tradițională)
日本語 (japoneză)
한국어 (coreeană)
ไทย (thailandeză)
български (bulgară)
Čeština (cehă)
Dansk (daneză)
Deutsch (germană)
English (engleză)
Español - España (spaniolă - Spania)
Español - Latinoamérica (spaniolă - America Latină)
Ελληνικά (greacă)
Français (franceză)
Italiano (italiană)
Bahasa Indonesia (indoneziană)
Magyar (maghiară)
Nederlands (neerlandeză)
Norsk (norvegiană)
Polski (poloneză)
Português (portugheză - Portugalia)
Português - Brasil (portugheză - Brazilia)
Русский (rusă)
Suomi (finlandeză)
Svenska (suedeză)
Türkçe (turcă)
Tiếng Việt (vietnameză)
Українська (ucraineană)
Raportează o problemă de traducere
The biggest loading lag I find is if you leave a lot of loot on the floor, in a trench or behind walls etc. Grab everything and place it out of your crafting tables range - and it will disappear in about 2 game days. It won't disappear if you leave any loots within your crafting bench range circle.
set private to public per screenshot i think, may also have to community share it
I find the hanging brazers give the largest areas of light for lowest FPS/Lag imp[act but what do others say?
The entire world consists basically of little cubes, like a LEGO cube that consists of visible and invisible cubic LEGO bricks.
Each cube contains information about its appearance, like the used materials, textures, colliders and the visible shape,
Any changes made to those "bricks'" parameters (like terraforming or structure building) are getting logged.
If you enter a seed, the game is going to check for the cubes parameters within your rendering distance and render these.
After this it's going to check for changes made and apply these to the cubes.
That's what you may see if you're entering heavily modified areas.
You can literally watch the game drawing the scene, expecially on rather weak CPUs and GPUs or in crowded areas.
First you might see the seed's origial appearance and then watch it transforming.
That's a pretty CPU intense calculation and therefore rendering takes some time.
The more cubes within you rendering distance got modified, the more load for both your CPU and GPU, the heavier the lags you might experience are .
It don't know exactly the rendering distance any more but If I recall it correctly it's somewhat between 250m and 500m from your position.
One brick's size is about 2x2m
So I'd advise you keep that distance to you buddies or don't build too big within that area if you want to keep a smooth experience
Heightmap. This is also why you get a border slope around terrain modifications and not discreet "blocks".
A heightmap is nothing but a 2D image.
Therefore valheim's terrain can't be a height map
However you can use height maps as a modifier to manipulate both planes or meshes in order to generate a terrain.
But you can't use a plane or a single mesh for procedural map generation via height map.
So if Valheim is not voxel based, it must be procedural world generation via snappable meshes, which is similar to voxels.
These are a set of premade meshes (like cubes) which snap together based on designer-specified visual constraints.
That would also explain why there's a visible grid at every single corner in the game that looked like Valheim was a voxel based game to me.
Anyway. What I wrote above about the performance impact in voxel based games applies also to snappable meshes.
Maybe the LEGO comparison works even better here.
So still. keep your distance to your buddies and built smart.