#Need help Optimizing Lag Multiplayer when on Ship Helm (VS Eureka)

1 messages · Page 1 of 1 (latest)

grave hedge
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In my singleplayer world, when I get ont he ship helm there is pretty much no lag and everything renders smoothly but when I create a multiplayer server and host it; the moment I get onto the ship helm it starts getting really choppy.

Can anyone tell me what the problem or cause might be? (Apologies for the bombardments of requests lately)

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Need help Optimizing Lag Multiplayer when on Ship Helm (VS Eureka)

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These are the mods installed (with optimizations)

full warren
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if you are on a server you should enable UDP and of course use the latest version

stiff cape
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I’m not sure VS supports UDP 🤔

thick oracle
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ive had this issue on a server too

grave hedge
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;------;

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Hmm so no ideas?

full warren
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config/valkyrienskies/vs_core_server.json

at lines 10 and 11
"udpPort" : 0, "enableUdp" : false,

in my case
"udpPort" : 25566, "enableUdp" : true,

stiff cape
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I’m 99% sure the config option does nothing rn

full warren
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oh it can be XD

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i get messages that my server is overloaded and i have to activate udp then it shut down the alert

gentle ledge
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@grave hedge hey did you find a fix? ive got that bug too

gentle ledge
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SOLVED IT!!

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i deleted these 5 mods BadOptimizations

Concurrent Chunk Management Engine

Smoothchunk

PerformanceTweaks

Graphene

grave hedge
gentle ledge
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those are all optimization mods, ergooooo optimation mods = problem

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try entity culling and async particles

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they do the same thing and i got rid of those too

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especially entity culling

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EntityCulling breaks Valkyrien Skies helms because it makes a core assumption that the camera and world are static relative to each other, which is false when piloting a ship.

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When piloting a helm:

Your camera is attached to a moving physics object

The ship itself is constantly changing position and rotation

Valkyrien Skies uses coordinate transformations every frame
So instead of: camera moves through world

It becomes:

world moves relative to camera
and ship moves relative to world
and camera moves relative to ship

This breaks EntityCulling’s assumptions

grave hedge
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i removed that mod for diagnosis too

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but nothing changed

gentle ledge
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well fart-biscuits

grave hedge
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And i know it works fine because I have opened a server on line

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so im not hosting it anymore

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on my hardware

gentle ledge
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weird, async particles wouldnt work for mine at all

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have u tried that one

grave hedge
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but good theory tho, i thought the same

gentle ledge
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thanks dog

grave hedge
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on the latest version yeah it doesnt work

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but older version of vs2

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works fine

gentle ledge
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i would try dynamic fps and immediately fast as a last resort

stiff cape
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the camera is still attached to you

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and you're still moving normally

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but when you sit on a VS ship theres a bug with VS where your in-code look angle isn't actually the angle you are looking

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which is probably why entity culling freaks out

stiff cape
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it'll be offset by like