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- User Since
- Oct 10 2018, 8:04 PM (336 w, 6 d)
Sat, Mar 15
just kidding, expansion-ai is still overriding it which broke it again LOL
would be nice if this was fixed lol
Wed, Mar 12
I can say with confidence it's the same problem, the examples I posted were more extreme because they're the ones that get sent to me/posted in discord to complain. In my experience it tends to be more similar to what you showcased which isn't as clip worthy.
Big thank you for further proving exactly the cause @murphey Can I ask what tool that is to test also?
several minutes of this new lag
https://youtu.be/AhfGeK3BdzU?si=mpHj0oLIOnXWmeqE&t=59
REARMED BEING REARMED BY THE WAY (TITLE OF THE VIDEO)
https://streamable.com/chpxgc
another example of the new lag
https://streamable.com/jy9q04
Falling through a window despite not moving due to the new rubber band lag.
Sat, Mar 8
Fri, Mar 7
Wed, Mar 5
Mon, Mar 3
Also no, @Funatic it's crashing servers as well. In my cases it was server crash.
modded class YourActionName { //your normal code up here or just nothing if you're overriding it
Thu, Feb 27
Ok well use context clues then, it is related to physics and simulation. Do you have something that moves on it's own, a train, a boat, a building? If so remove it, from what I understand this is not affecting vanilla servers so it is technically fixable on your end.
Just since nobody has said it HERE, remove airdrop/helicrash mods, it seems directly related to the physics simulation.
Put ClearInventoryReservationEx(action_data); before the Lambda and still crashes. Will try removing the ExtendActionJuncture next to see if that fixes it. If you have another potential solution I'd appreciate it.
Wed, Feb 26
Maybe related? @Geez This is a client crash with similar access violation.
Feb 21 2025
If things were properly networked based on the distance away from you, rather than just complete random is what it seems to be, then the slower networking wont actually be as visible to the average player. Instead though, you can be loading a base 900m away, while there is loot on the ground in front of you not rendered.
I am aware that lowering networkObjectBatchBandwidthLimit will introduce delayed networking, however it is currently the ONLY solution available to us to mitigate against constant network dsync (players rubber banding), along with manipulating the network bubble ranges.
networkRangeClose = 15; //I lower this to stop the contents of storage from lagging players + its unnecessary to see contents beyond lootable range networkRangeNear = 35; //I lower this because its pointless to have stashes, loose loot, visible to cheaters 150m away networkRangeDistantEffect = 4000; //default networkObjectBatchSendCreate = 10; //default networkObjectBatchSendDelete = 500; //increased because deletions seemingly don't cause any dsync networkObjectBatchCompute = 1000; //default networkObjectBatchBandwidthLimit = 0.3; //lowered because there's SO many different networking problems that will randomly cause lag - Example: https://feedback.bistudio.com/T177400 //rest is default networkObjectBatchEnforceBandwidthLimits = 1; networkObjectBatchUseEstimatedBandwidth = 0; networkObjectBatchUseDynamicMaximumBandwidth = 1; networkObjectBatchLogSlow = 5;
Feb 20 2025
Something you can also add is a boolean that allows/disallows a containers contents to be networked. A good example of something you can apply this to would be a barrel. Opening the barrel would begin the networking the contents to networkRangeNear like it already does, and closing it would clear it up. This would make it so inactive storage doesn't waste server/client resources.
Nov 29 2024
Oct 22 2024
Aug 7 2024
Jun 14 2024
Jun 11 2024
Jun 10 2024
Jun 7 2024
They are not blocked, but they are heavily redirected and almost never flying straight through the leaves. It's not very feasible to hit someone with good accuracy when there is leaves between them and you.
After testing it made me aware of how awful the deflections are with bullets and leaves, could you please reevaluate the foliage bisurf after shooting through some leaves? I find it hard to believe that that is desirable as it is incredibly frustrating for players, especially considering forests consist of majority of the maps lol.
@Geez
Position: <3507.746826, 204.052811, 13009.911133>
Jun 6 2024
There appears to be a new source of lag now, and I'm currently unaware of how it's being caused. This is us testing the new variables (using default settings in this clip) and there is extreme amounts of lag despite the server having 2 players on it, with over 20k server fps.
There is clearly an issue with tree fire geometry.
Jun 5 2024
May 31 2024
May 16 2024
@Armor good report, it finally makes sense why I would always get handbugged against wolf AI mutants on STALKER servers after seeing your video
Mar 28 2024
should include mdmp for futher diagnostics by the team @vadymbabii
Mar 20 2024
Mar 19 2024
Here's another example of it happening. Just keeps jumping up and down 100 entities.
Mar 17 2024
Mar 16 2024
I highly suggest adding this to your servers so it gives the developers an idea if what the problem is. https://steamcommunity.com/sharedfiles/filedetails/?id=3183607578
Mar 14 2024
Mar 11 2024
@andro_dawton that doesn't actually change anything, the storage still exists there on server and the client when the client walks into network range of it. That would be a really good solution though for the problem is to add a bool/condition to say when the cargo of an item can be networked.
Mar 9 2024
that is already possible with occluders @JerseyD911
Mar 8 2024
Please, it's not fair that STALKER and Escape From Tarkov modders can make cool stuff like this 😢
Feb 28 2024
Feb 26 2024
Feb 21 2024
Feb 20 2024
Performance is looking a lot better after this update. Thanks for the hard work team!
Feb 6 2024
Feb 4 2024
definitely need to sort your hardware situation lol{F3792919}
Feb 3 2024
I think we agree that the problem you're having is not from the fps limit anymore. 50 pop should be a piece of cake to run a stable server on, if it isn't your economy, then it must be your hardware.
Those dips are the likely result of higher memory usage from prolonged server uptime, it happens regardless of an fps limiter.
Feb 2 2024
Wow, there is SO much misinformation in the title post. I run 10 modded 127 pop servers with fps limited at 60 for months now, there is no difference other than exactly what Geez said (less CPU usage).
Jan 22 2024
Dec 12 2023
10 years of Arma 2 buildings, let modders add more rooms, improve Winter Chernarus (TREE LODS), and who knows what else. At the very least give us a reason as to why this isn't possible.
Dec 10 2023
Nov 22 2023
Nov 19 2023
The fact this went on as long as it did is mind boggling. The gun bugging out on proned bodies has been going on for so long, months before I even reported it a month ago (https://feedback.bistudio.com/T176038).
Nov 8 2023
Oct 25 2023
I cannot mod and release new features without being harassed by my players to "fix the lag" instead. Thousands of players are experiencing this constant lag on servers with high amounts of pvp interactions.
This needs to be the highest priority by the programming team and needs to be fixed ASAP, I agree heavily with OP that 1.23 should not be released without this fix.
Oct 17 2023
The dev team does not consist of all programmers, so there's no need to bash them for releasing new features. However, I do agree that the net code is terrible and needs priority when it comes to fixes. It's been years now that the game has been plagued with lag and dsync and it seems the devs are only now beginning to realize it.
@Geez I would confirm with the team that they are aware of this, as maybe now that we have some idea as to what the cause is, we could expedite the fix.
@rupert I was told by another server owner that BodyBags stops this specific issue. Just a disclaimer it is my mod, I don't care if you use it or not, but I don't want to come off as advertising it lol.
Oct 8 2023
Oct 2 2023
Sep 26 2023
So an update 6 months later after going down the rabbit hole of networkobject variable tweaking,
Sep 25 2023
This is still an ongoing issue. More information from the team would be helpful as we modded servers could potentially mitigate the issue until it's fixed.
May 30 2023
Can confirm this is occurring and I would assume it's also the culprit for the widespread "ghost bullets" issue that's ongoing currently. I've been given several video's of players emptying magazines on players point blank, having no effect. Please fix :)
May 25 2023
May 13 2023
because theyre modded.
May 12 2023
Best answer is to just override Inventory Slots in their ColorBase classes so you don't have ANY issue, deleting them was unneccessary. That way we get this great change, and no mods break.
Feb 22 2023
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.