Windows Server Stuttering and Low FPS visible in server console (Day 69, 6k Map)

Hi everyone, I'm reaching out here because I'm at a loss. We're on day 69 of the game and are currently having major issues. We keep experiencing micro-stuttering; the zombies don't move smoothly, and when we drive through the world, we repeatedly encounter lag that causes one of us to teleport around.

We have a dedicated server with a hosting provider.

It has the following specs:
Hardware Specs:

  • CPU: AMD EPYC 7443P (4 vCores)
  • RAM: 10 GB (currently using ~6.1 GB RSS)
  • DISK Space: 17.7 / 20 GB
  • Map: 6k World (Day 69)
The Problem (Evidence from Logs):

  • Server FPS: Drops to 15 - 20 FPS during movement (visible in server console [Pterodactyl]), causing AI lag and rubberbanding. [Ingame we have 70 - 80 FPS]
  • Heap Limit: The internal Unity Heap is capped at 3.5 GB (Max: 3530.3 MB), which is nearly full.
  • Warning: WRN [Steam] Tick took exceptionally long: 44 ms.

While we're playing, the server shows the following usage on the dashboard:

CPU Usage: 65.54% / 400%
Memory Usage: 5.97 GiB / 10 GiB
Disk Usage: 17.49 GiB / 20 GiB

We're currently playing on version V2.6 (b14)

and have kept the default settings:

MaxZombies: 64
MaxAnimals: 50
ViewDistance: 12



Now my question is: is the server too underpowered for the game with these settings, or should we upgrade something? We’d like to finally have a smooth gaming experience again. Up until day 30, we hardly had any issues, but starting on day 35, we started having more problems. I’d appreciate any tips that could help me solve this problem.
 
The V2.6 server has a memory leak. We are waiting for TFP to find out the cause and fix it. We have conducted no less than three tests with the original version without any modules and with modules.
 
The V2.6 server has a memory leak. We are waiting for TFP to find out the cause and fix it. We have conducted no less than three tests with the original version without any modules and with modules.
Can you link to an announcement regarding this? I recently had v2.6 eating 64GiB of RAM even when playing as host. The "fix" for me was deleting the two cache folders hidden in AppData/Roaming/7DaystoDie as well as the datastorage folder. I have seen no admission of a confirmed leak, but that would make far more sense.
 
Can you link to an announcement regarding this? I recently had v2.6 eating 64GiB of RAM even when playing as host. The "fix" for me was deleting the two cache folders hidden in AppData/Roaming/7DaystoDie as well as the datastorage folder. I have seen no admission of a confirmed leak, but that would make far more sense.
We were able to discover this because I am a server community administrator myself. I discovered it when I participated in the V2.6 testing during the later stages of the V2.5 stable version. After the official release, all server community administrators in our country discovered the problem, but so far no server community administrator has submitted a report. I submitted a bug report myself. Hopefully, TFP can resolve this as soon as possible. It seems that all platforms' V2.6 servers have map and entity leaks. I don't know what critical logic code they changed in the V2.6 update.
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Can you link to an announcement regarding this? I recently had v2.6 eating 64GiB of RAM even when playing as host. The "fix" for me was deleting the two cache folders hidden in AppData/Roaming/7DaystoDie as well as the datastorage folder. I have seen no admission of a confirmed leak, but that would make far more sense.
There was a map memory leak issue in a previous version, I think it was A17 or A18, I forget exactly. They quickly released a patch to fix it. I wasn't very active in this forum at the time, so I don't know if anyone submitted a bug report. However, letting TFP know about this bug should get them to fix it quickly, as it's a critical bug.
 
The V2.6 server has a memory leak. We are waiting for TFP to find out the cause and fix it. We have conducted no less than three tests with the original version without any modules and with modules.
And could that be what's causing the lags? We usually use 6 GB out of 10 GB. Yesterday we were at 8 GB, but we were moving around the map a lot and exploring new areas.
 
And could that be what's causing the lags? We usually use 6 GB out of 10 GB. Yesterday we were at 8 GB, but we were moving around the map a lot and exploring new areas.
Once Blood Moon triggers, if more than 5 players are exploring in-game, the server will run out of memory within two to three hours. When the online player count reaches 8, even allocating 20GB of RAM is far from sufficient. As the number of players rises, memory usage grows **exponentially**.I have found a reasonable explanation for why almost no one reports this memory leak bug to TFP. Forum moderators keep insisting that 7 Days to Die officially supports a maximum of only 8 players, largely to avoid accountability for underperforming servers failing to deliver the expected player scale.This rigid narrative has led nearly all server administrators to form a consensus: TFP simply does not care about dedicated server optimization. Consequently, no one bothers to report this critical memory leak issue to the official development team.I witnessed a real-world case on a Windows server: with 15 players online simultaneously, server memory skyrocketed from 5GB to over 40GB in just half an hour.This is exactly what I have consistently emphasized in my previous posts: community moderators should never make absolute, conclusive statements in their replies. Such rigid assertions directly block valid bug feedback from reaching the developers, leaving critical underlying issues unreported and unfixed indefinitely.
 
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