This latest update has made networking entities to clients 100x worse than before. The game is full of constant lag at high pop now.
Here is a video demonstrating the nonsensical behavior of entities being networked to our clients. Constantly jumping 100 entities for an unexplainable reason. Use our debug UI at the bottom left for an understanding (TLC is the client's entity count, BBC is the clients base building item count)
https://youtu.be/GPPGYsNKFxw?si=FgoC-TqwTyh0hCvH&t=20
Bear in mind these are my serverdz.cfg settings:
networkRangeClose = 40; networkRangeNear = 30; //this is lowered intentionally once it became apparently obvious loading in items was a massive problem this update networkRangeFar = 900; networkRangeDistantEffect = 4000; networkObjectBatchSend = 10; //yes, the video is with these vanilla settings... networkObjectBatchCompute = 1000;
Here is how my entity counter works (TLC / BBC)
int TotalLoadCount; modded class ItemBase { void ItemBase() { TotalLoadCount++; } void ~ItemBase() { TotalLoadCount--; } }
BBC works in the same way but it keeps track of exclusively our custom BaseBuilding class. It's very obvious we aren't loading in bases to cause the lag, rather just players/whatever else we could possibly be getting networked.
That video is recorded in the middle of no where on chernarus where there's probably only 1-2 players in our network bubble, and to see us lagging that much is just mind boggling.