Stabilize mass flattening of land.
So to elaborate on what happened to me, I decided to flatten a large area of land in my world to make a nice village in wanting to go with the whole theme of the game. Many hours later I had flattened what looked like a 150x250 square footprint. However, now due to this land flattening everytime someone renders the area that I flattened they are dealing with desync, lag, freezing, just about everything until the ground both renders itself and then de-renders the fact that it has been removed. I have screenshots of the ground doing both of these things in front of me which is causing the issues. I just feel if land has been already remove it should not be being rendered to then be de-rendered again, it causes a lot of stress on a world/server.
Comments: 7
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16 Feb, '21
JasonWould be nice if there was a world cache for players joining servers. Just download world regions/chunks to client side, add a versioning ID. From there have client send data identifying what version of an area it has, and if it matches server version, just render what the client has rather then resend all the data?
Game is early access though so hopefully this stuff gets worked on =) Not super urgent imo. There is other things that wont take nearly as long to fix as something like this. -
23 Feb, '21
HonorclaimJust came to comment that the posters flatness is beautiful
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23 Feb, '21
RichardI came looking for this issue, me and my friends have it on our dedicated sever as well. We decided to carve into the mountain next to our base to get some more area to build in and then turn the rest of the mountain into a more aesthetic hill. Plus a few other small terraforming projects in the general base area. We now have the exact same issue as described by OP. Come into the area and the land looks like the original seed geometry and then slowly sync into the current state while player experiences major forms of all kinds of lag. During this you can see the geometry of the world slowly go back into the state that we flattened it to. Looks like the save data of what has been done to the world fights the original seed data. Also once you get far enough from the base it desyncs the save data and has to do it again when you come back. Its a big bummer, but amazing game.
Hopefully its a simple fix. -
23 Feb, '21
bulliI did the same thing and ended up here looking for a solution. When you walk to the town from far away you can see the old terrain being loaded, this then disappears block by block and the houses underneath become visible. The performance in this area is very bad.
If I had known that, I certainly would not have done it. -
24 Feb, '21
HuKeme and my friends experiencing similar issues with our new base
game was working just fine 30-40 fps in our large base, pretty normal so far. but yesterday one of us flattened the ground around the base(huge area) and now we are getting huge stutter and fps drops to 5-10fps, soon as you leave the base to near by forest area fps goes to 70-120fps.
so i'm not sure is it a render issue or something else, feels like it's constantly trying to render the area of the base where you are moving to.
we also are using rented server, and we have increased render distance but no effect. -
25 Feb, '21
chadthis causes a crazy amount of lag for weaker/min-spec machines (makes it unplayable. 1fps during load and ~5fps on average after sync) and im commenting and upvoting, hoping this gets prioritized.
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25 Feb, '21
EarlIt kinda sounds like they’re streaming the terrain changes from a data store, so anything that isn’t being loaded in fast enough is rendering as if it hadn’t been changed(ie seed generation) then as each “point” of terrain change gets loaded the “ground plane” is recalculated, hence the lag as it’s probably a lot of points causing the recalc to happen repeatedly.
It might just be a question of that loading logic, so it only recalcs terrain every 100ms from streamed data, or just preloading data from further away so it’s loaded before it is attempted to be rendered?