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Unescapable Storage Lag / Dsync
Closed, ResolvedPublic

Description

Anytime you get within network range of a decent amount of items (in storage or on players) it will flood your client and cause lag. This is especially worse now after the new vehicle simulation changes, one second you're driving on the road, next you're in the ditch, all because you loaded in a base or player.

Video reproducing the issue with an item counter on display (tlc count)
https://streamable.com/wvusx6

I can imagine there's more things that can cause this like just loading in a town for example. This is the most irritating and frustrating thing to deal with in this game as it can cause massive issues like making cars borderline unusable, and ruining encounters with enemies
Here's a prime example: https://streamable.com/re7672
(I ended up reducing the storage network bubble to minimize the effect on players away from bases)

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 7
Category
General
Steps To Reproduce

Run Side by Side with another player into the network bubble of a lot of items. You will immediately see the dsync the moment you hit it.

Event Timeline

Geez changed the task status from New to Awaiting internal Testing.Nov 28 2022, 10:52 AM

I have also been experiencing a lot more of this with the new vehicle changes. Vehicles in 1.19 in general are much worse than previous patches, they handle way worse but they are also much more desync ish and laggy. Like Designful said, it happens very often when you are just driving in a straight line that the car will suddenly and harshly teleport to the left or right

NATION added a subscriber: NATION.Dec 3 2022, 1:44 AM
Geez changed the task status from Awaiting internal Testing to Acknowledged.Dec 7 2022, 9:56 AM

" This is the most irritating and frustrating thing " I wouldn't say that, the cheaters are (ofc if you're on private hive that is not your problem), but yea, on the rest I agreed.

Yuki added a subscriber: Yuki.Dec 8 2022, 5:55 PM
yanf added a subscriber: yanf.Dec 8 2022, 6:37 PM

Please prioritize this. It is affecting all servers dramatically and causes huge performance issues around bases.

I should mention this does not just include bases, this includes almost everything, load in a town too quickly and you will dsync. None of the 1.20 debug shows this happening. It is still making this game a nonstop lag fest.

connos added a subscriber: connos.Feb 23 2023, 1:17 PM
connos removed a subscriber: connos.
connos added a subscriber: connos.

This needs working on, its been a fact of dayz for too long now, please devs, we need you here

JerryK added a subscriber: JerryK.Feb 25 2023, 4:17 PM

I also have this problem with my „base“ (large tent with around 40 wooden crates full of stuff).
Every time I drive back to the tent there is a big lag, like in the video. Car is suddenly lagging somewhere before or behind.

Happens also on an emty localhost server on the same machine. Guess the engine is just not designed for more than 50 items 😂

Urs0815 added a subscriber: Urs0815.Mar 2 2023, 6:26 PM
Lad added a subscriber: Lad.Mar 6 2023, 3:21 AM
lava76 added a subscriber: lava76.Mar 6 2023, 11:59 AM
Geez closed this task as Resolved.Mar 17 2023, 9:13 AM
Geez claimed this task.
Geez added a subscriber: Geez.

Hello everyone.
This problem has been resolved for the 1.21 update!
Regards,
Geez

Amazing news, cannot wait for 1.21

This is rly great news!

Ohhhh shittttt nice one!

So an update 6 months later after going down the rabbit hole of networkobject variable tweaking,

I have come to the conclusion that maxing out the variables does not fix the issue. It does make it better since everything gets sent as fast as possible, but the problem still lies.
I have tried lowering both variables, 100 / 1 at a time, and I'm currently down to 300 / 3 and can see little interrupts from time to time, but no major skips.

I wouldn't say the problem is "fixed", as it can still be seen very often, even when throttling it by 30%, it makes players choppy when theyre moving around from time to time.

Personally, I think the issue still needs more evaluation, I know the team's vision does not entail what most modded servers have with max inventory bases, however I am certain that there is large enough towns like Cherno that will still cause this when loading in quickly with default settings. I cannot stress enough how much affect this sole issue has on had on this game, hundreds of thousands of players have witnessed the lag caused by it a multitude of times. Vehicles have never performed as well as they do now, and I can definitely say this is a MASSIVE reason as to why.

I very much appreciate the effort put into it originally, it's still better than what it used to be, I just think it's fair to report back that it isn't "fixed".

One problem might be that the variables (according to docs) set updates to be sent per server frame, not per time interval. So with networkObjectBatchSend set to 3, that might still amount to hundreds of updates per client, per client frame, depending how fast the server runs at any given point in time.