Lag Contributors

Sup y’all,

Looking to see if anyone has a comprehensive list of lag causing things, theories being foundation, thrall stacking, etc., and reasons to support.

Been in a couple of private servers and all of which seem to have common denominators but wanted to get a sense of the generally agreed upon things. Console btw

Thanks

Black Ice building pieces and Frontier pieces are building sets to avoid at the least.

Other than that, i don’t know for sure. I tend to limit my use of lighting alltogether but i mostly avoid torches that give off a shine on certain floor and wall types, like braziers on Turanian floors.

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The most awful contributor to lag is the setting that keeps bodies in game when the owner logs out. Turning this off makes the server run way smoother and cuts the time of reboots significantly.

After that is placed thralls. But this has some caveats. If the active (online at the moment) players are spread out and thus loading in multiple sections of the map. If all those sections have active thralls (fighting stuff around the bases or generally agro’d on something). It can contribute. Lowering thrall limits mitigates this.

After that is the number of players online. For the server hardware that is monopolized by a single provider, you’re looking at around 20 players online before a server goes and dives in performance. If you had access to better providers, this number can go to 50. Performance here can differ based on if everyone is spread out or condensed.

After that is storage. Its much better on a server to have 10 stacks of 1000 stone than 20 stacks of 500 stone. The less total slots your stored items take up the better, as well as less total storage containers in general.

After that is number of building pieces, across the whole map. I think things have improved since I last did a test in this regard, but it was around 2-2.5 million building pieces (this is total across all clans and players on the server). Again this depends on how spread out the active players are. The more spread out, the more building pieces can have an impact. Unloaded parts of the map have little impact.

Finally age of the server. Older servers have worse performance in general then freshly wiped servers. This has gotten better over the years as FC has had updates to heavily mitigate issues with older map files.

If you were to play on PC, mods would have an impact with more mods decreasing the maximum performance, especially those mods with heavy additions of items.

Individual foundation sets have little to no impact. All foundations use the same Unreal blueprints and thus have the same impact on the server. There is a few building sets with higher polygon counts than others, but the amount this has an impact is negligible and only on the user side of things IF it were to have an impact. That means if someone builds something that causes you issue on console, they too will likely have the same issues.

I’ve personally used Blackice structures numbering over 200,000 pieces. And did not see any performance issues over other structures. But structures that big take up multiple grid squares and usually are not allowed on FC nor Private servers.

There’s also an old myth that foundations placed on each other would cause lag on the server or the client. This was proven to be false years ago, even as far back as Early Access. However, ignorant server owners/admins have unfortunately perpetuated this myth.

I’ve heard of lighting being an issue as having too many light sources in a base can be harsh on some players’ systems. These don’t have much effect (as any other placeable) on the server itself. I haven’t seen this myself. But it might be an issue for consoles. Lightscources scatter shadows and having more light sources than you need causes very complex shadows to be drawn, lighting effects to be applied, and another source of movement and complex rendering you don’t see with building pieces or other static placeables. Best practice is to light up only areas you need and leave areas you don’t in the dark, as well as only use one source of light per section.

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This is fantastic! What’s your viewpoint on taverns?

Same as thralls above. They only contribute to serve issues when they’re loaded in. But there seems to be a current issue with them affecting quite a few things. There’s a correlation between them and falling through structures. Haven’t reproduced it myself yet.

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Black ice and frontier structures cause lag
Putting many thralls together cause lag
Putting many light sourcer together cause lag too

Server lag and your PC lagging is not the same thing.

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I’ve never had an issue building with Frontier on console. As for things that cause lag? Too many torches, or generic placeables can cause issues

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The first cause of lag remains the responsibility of Funom

You, you are a simple user of license who pays to play.

Indeed, to compensate for the errors of Funcom in the development of the game, it is preferable to know well the things which pose a problem.

But this should not be used to let it happen.

Especially when you play in a closed environment. (Console vs pc …)

It is not always easy to have the right information on the subject, but the few who have expressed themselves, have defined a lack of time and means as well as a problem. of design.
Let’s hope that the prohibitive prices of the bazaar are of some use …

I have been able to observe a lot of fantasies concerning the origin of bugs, but the essentials are already reported.
Certain since the beginning…

Yesterday, I had no problems on the official Siptah server, apart from the well-known inventory problems, the NPCs, and other inconsistencies of values…
Today, I’ll see…

What seems recurrent to me are the foundations and the concentration of elements which requires more memory
Then I noticed that the more recipes my characters learned, the more the inventory of the workshops posed a problem, regardless of the number of constructions and the servers, even if, on a private server, I notice a small difference.
But what is certain 5k, 10k 20k, small city, large city, full or empty server, the problems are present
I’m not talking about the solo mode, which sums up the problem well on its own…
If I came back to multiplayer, it was to finish the battle pass which was stuck at level 59 in single player mode.

Now, to make myself clear…

The elephant tower trophy is not normally achievable.
You have to perform an exploit, and Funcom prohibits exploits…

Personally, I try to avoid:

Stacking foundations, vertically and horizontally…
there is already a ground, no need to add more

The concentration of containers.
I try to be as “airy” as possible in my constructions. Even if it takes up more space

If possible, I avoid placing myself too close to another city.
I do not build near important areas of the game, like Asagart for example…

When I activate the stream in 720p and stop recording the video, I have much less lag on ps4…

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