brad68brad
New member
Going to post here, All though I would not consider this micro stuttering. A few friends of mine and I have recently started a server for 7 days to die "This is not a rented server, We have full control of the server" I believe this issue of "hanging" is caused by the size of the map and how the sleeper zombies are handled. I found a reddit post that has a wonderful explanation much better than I could explain so im going to paste it here as I think this will be very helpful for the devs.
" szimre: We run a server as well and I usually tail the docker logs to see what the 7D2D server is doing and the stutter usually occurs when there is a sleeper spawn. Don't really know much about game development as I'm a web developer but what I can think of is that these spawn events are running on the main thread of the game/server instead of an asynchronous background thread that just calls back the main thread when it's ready. Now if every sleeper in a house spawns on the same update frame in a synchronous manner on the main thread that means that at that frame the main thread finishes maybe several hundred milliseconds later than usual and the game essentially stops for that time causing a stutter. I'm not sure about how they handle bind culling of far away objects on the network but if it's written poorly everyone on the server will experience the stuttering and it get's worse as more and more groups visit separate buildings. The problem with synchronous loading of objects in a game is that these loads are usually accompanied by IO operations (loading textures, animations, sounds, etc.) and the loading can take a very long time if the IO device has a huge backlog, this is why these events are usually running on background threads to make sure other parts of the game (movement, physics, etc.) can keep running while we wait for the IO. Might be completely wrong, this is just a possibility, I can't see the code so I have no idea how it works in 7D2D." (
)
We have the same issues on our server. We started with a 4k world by mistake but decided that it was way to small, while playing I can't remember the "hanging" happening as bad or at all comparatively to the new size we choose.
We decided 16k was a better size, but this seemed to have increased the amount of "hanging" we have experienced. The server owner watched the logs while playing and confirmed "hanging" happens at the same moment as sleeper zombies our loaded.
As the day count gets higher and the farther we explore out, the hangs seem to be getting longer and more common.
" szimre: We run a server as well and I usually tail the docker logs to see what the 7D2D server is doing and the stutter usually occurs when there is a sleeper spawn. Don't really know much about game development as I'm a web developer but what I can think of is that these spawn events are running on the main thread of the game/server instead of an asynchronous background thread that just calls back the main thread when it's ready. Now if every sleeper in a house spawns on the same update frame in a synchronous manner on the main thread that means that at that frame the main thread finishes maybe several hundred milliseconds later than usual and the game essentially stops for that time causing a stutter. I'm not sure about how they handle bind culling of far away objects on the network but if it's written poorly everyone on the server will experience the stuttering and it get's worse as more and more groups visit separate buildings. The problem with synchronous loading of objects in a game is that these loads are usually accompanied by IO operations (loading textures, animations, sounds, etc.) and the loading can take a very long time if the IO device has a huge backlog, this is why these events are usually running on background threads to make sure other parts of the game (movement, physics, etc.) can keep running while we wait for the IO. Might be completely wrong, this is just a possibility, I can't see the code so I have no idea how it works in 7D2D." (
)
We have the same issues on our server. We started with a 4k world by mistake but decided that it was way to small, while playing I can't remember the "hanging" happening as bad or at all comparatively to the new size we choose.
We decided 16k was a better size, but this seemed to have increased the amount of "hanging" we have experienced. The server owner watched the logs while playing and confirmed "hanging" happens at the same moment as sleeper zombies our loaded.

As the day count gets higher and the farther we explore out, the hangs seem to be getting longer and more common.
Last edited by a moderator: