#Need help Optimizing Lag Multiplayer when on Ship Helm (VS Eureka)
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Need help Optimizing Lag Multiplayer when on Ship Helm (VS Eureka)
These are the mods installed (with optimizations)
if you are on a server you should enable UDP and of course use the latest version
I’m not sure VS supports UDP 🤔
ive had this issue on a server too
then why i need to activate it to make my performance stable (yep i've got like 300 mods)
config/valkyrienskies/vs_core_server.json
at lines 10 and 11
"udpPort" : 0, "enableUdp" : false,
in my case
"udpPort" : 25566, "enableUdp" : true,
Placebo?
I’m 99% sure the config option does nothing rn
oh it can be XD
i get messages that my server is overloaded and i have to activate udp then it shut down the alert
@grave hedge hey did you find a fix? ive got that bug too
SOLVED IT!!
i deleted these 5 mods BadOptimizations
Concurrent Chunk Management Engine
Smoothchunk
PerformanceTweaks
Graphene
oooh good for you i didnt have any of these in my =mod list
those are all optimization mods, ergooooo optimation mods = problem
try entity culling and async particles
they do the same thing and i got rid of those too
especially entity culling
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.
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
well fart-biscuits
And i know it works fine because I have opened a server on line
so im not hosting it anymore
on my hardware
but good theory tho, i thought the same
thanks dog
i would try dynamic fps and immediately fast as a last resort
thats not actually the isue
the camera is still attached to you
and you're still moving normally
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
which is probably why entity culling freaks out
you can see this bug in action by having a minimap mod, your angle on the map view won't line up with the angle you're looking in while seated on a ship
it'll be offset by like