Help me ??

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Refugee
My friends and I rented a server for the v1.0 version, but when we set the map size to 10240 on the server, it gives this error.

Texture with ID 2745 and with size 5120x5120 was too large for graphics device maximum supported texture size (4096x4096). Falling back to a dummy texture. Generate mip maps to provide lower size fallback. 

 
i am having the same issue now...
my server is a real server and not much of a gpu on it..
is there a flag to change how the server generates the map for mip??
 
None of those are the server log.

i am having the same issue now...
my server is a real server and not much of a gpu on it..
is there a flag to change how the server generates the map for mip??
The server client doesn't use the GPU.

Just generate a map on your own PC and upload it to the server. The client is better at generating maps than the dedicated server is.
Currently the only real difference is that you have options on the game client, and you just use all default settings on the server. Server is nearly as good as the game client now at making maps.
 
yeah my desktop is a Ryzen 9 7900x 12core with a 4060TI gpu will tear down a default map at 10250x10250 pretty quick.
My 7dtd server is a windows 10vm running on a dell 1650 with 10xCPU 25GB-ram and a SSD (no GPU to speak of)..

@bdubyah I thought of that and did a seed generate on my desktop (names matched), but when compared the file sizes are identical and the names are the same.. the server took longer to generate (like 10 minutes, not the terrible 30+ minutes of the past) but same output..

my last server had crazy lag as you pushed the rendered boundaries, so I was wondering if there was a flag to force the server to generate the MIP layers?
So I went and checked the serverconfig.xml
I have tweaked these..
<property name="MaxSpawnedZombies" value="50" /> (same config I have used for many years)
<property name="MaxSpawnedAnimals" value="250" /> (same config I have used for many years)
<property name="ServerMaxAllowedViewDistance" value="10" /> reduced this from 12 to 10
<property name="MaxQueuedMeshLayers" value="2000" /> uped this from 1000 to 2000

attached is the actual capture from the server screen..
I am hoping the increase in mesh que will help it..
 

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  • 7dyd server graphics.png
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Setting MaxSpawned for either zeds or animals higher than 150 will cause issues.

MaxQueuedMeshLayers is going to increase RAM consumption, and will also increase processing. You shouldn't run into an issue with that CPU, but do be aware that it could create a bottleneck.

Those warnings you keep referring to can be completely ignored, as it is a dedicated server and the client does not use the GPU.
 
Setting MaxSpawned for either zeds or animals higher than 150 will cause issues.
I have ran those setting since like A16 or 15?? long time..
MaxQueuedMeshLayers is going to increase RAM consumption, and will also increase processing. You shouldn't run into an issue with that CPU, but do be aware that it could create a bottleneck.
As I said this is running on a ESXi host and has a lot of free resources.. normally only consumes ~6GB or ram, but can flex up to 24GB as required. I have shutdown the other two vm's on this host..
Those warnings you keep referring to can be completely ignored, as it is a dedicated server and the client does not use the GPU.
Awesome..
I will see if the the MaxQueuedmeshlayers does away with the crazy chop when we expose a new chunk..
Thank you
Tim
 
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