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Guest
Guest
Yes, you are correct with your assumption on the Cowhead without his weapon and headdress. I have seen that as well. As I approached closer they reappeared again. In this case you are really close and the mayhem is clearly competing for processing priority. I have seen some really high specification servers/client rigs have exactly the same issue and believe it's a game code/software setup thing as much as a hardware thing. Here is what I've seen with such issues for various visual/updating problems:Curious who this strange bald zombie is. Was wondering if he's maybe the cowhead or juggernaut? You can see the scarecrow without his head on the left of the bald one, so figured maybe it was a similar issue of the server struggling to keep up with the 60 max zombies setting.
For clients - The current game caching and optimising system plus a slower HDD = Issues with Prefabs showing imposter walls, etc and issues with updating Snufkin zombies.
For servers - The current game caching and optimising system plus a slower HDD = Issues with synchronisation with can exacerbate the clients issues if they are on a HDD.
A double cascade.
Ensuring virtual paging is turned on for the OS drive or additional drives depending on setup has brought good results for both client and server. A recent post about a 32 player Slovakian server confirmed paging impacts stability even with 128gb RAM. The 30th player was often getting booted even though there was so much redundant RAM. Paging was turned off as it was considered so much redundant RAM would suffice. It was clear that certain processes were very dependent on software paging in the background. And having an SSD for client or server certainly makes a difference with the extra read/write redundancy. I was getting a huge amount of the imposter walls showing up around Prefabs and had my game on an HDD with the OS on SDD because of size restrictions. Bringing the game over to the SDD solved 95% of the issues instantly with only periodic imposter issues on trader doors and stairs from time to time. I hope it holds up. It looks to be connected with an Editor feature with 'stability glue' and has been reported.
Oh the big sighs of relief we'll hear once the game reaches serious optimisation stage.