With the new update and port to UE5, I’m wondering / hoping the foundation stacking issue causing lag is no longer an issue.
Anyone know for certain?
With the new update and port to UE5, I’m wondering / hoping the foundation stacking issue causing lag is no longer an issue.
Anyone know for certain?
what do you mean specifically by “foundation stacking”. Yes you can stack foundations atop eachother. Do you mean fence stacking? as in getting like 4 of them inside of a foundation block?
Foundation stacking is when you put multiple foundations on top of each other while building a base. Many servers had come to the conclusion, under the old design, that foundation stacking, more than one level, would slow down high pop servers. the alternative was to build your base with pillars and walls instead of simple foundations.
i’m hoping the new tools (UE5+) does not lag due to foundations… and i’m hoping it was something the devs looked at when porting from UE4 to UE5+.
Yeah, according to @Xevyr , whose expertise in how this game works I have considerable trust for, that whole issue is a myth. There’s even a pinned post on the Conan discord in which he states unequivocally “There is NO performance benefit from using ceiling tiles over foundations..” And it makes sense - a foundation is one ‘object’ a cieling on a pillar is two ‘objects’. My understanding is that the problems with large bases tend to come from one of two primary causes - lots of light sources (especially graphically active/animated light sources) and lots of storage (anything with an inventory).
I would agree with him and have seen the foundation stacking issue as a superstition more than computer science but trying to explain that to users when they point to a youtube someone put together makes it not worth the time to discuss. i was hoping for something from funcom like ‘those issues don’t effect the new client like the old’… which is possible.
personally, i believe the main issue on modded servers where users are able to teleport or fly around more often, resulting in whole sections of the map re-transmitting from the server. if the server design was based around multi-threaded udp then it wouldn’t matter… but i’m pretty sure it’s not.