Server Settings / Client Menu Settings Relationship?
Hey all, I'm sure this has been answered a million times but I can't find the answer...
I am troubleshooting DH on my server, and I have been tweaking the config file on there manually for threading and radius, etc.
When I open the in-game config though the settings are different.
What is the relationship between the in-game settings and the server config? Thanks.
5 Replies
Client side settings are client side, server side settings are server side
There aren't any links between them
What about the multi-thread settings?
I guess I am confused about what DH features the client is handling versus the server. In the client settings I can seemingly raise the render radius past the server setting, so I am just trying to get this troubleshooting right. Apparently I need to also look at my client configs?
Thanks for the help.
Server can't limit client's RD
The server RD is only for realtime updates
I appreciate the clarification about client vs server settings..
So the server’s lodChunkRenderDistanceRadius sets the maximum radius for generating and giving LOD data, but the client’s renderDistanceRadius can exceed that. (didn't know that)
My concern now is if a client logs in with a renderDistanceRadius higher than the server’s lodChunkRenderDistanceRadius (ex: server is at 65, but client is at 128 or higher) does that create issues? Will the client trigger excessive generation requests beyond the server’s configured radius, or would it just show empty gaps at those distances?
If the latter, should I just distribute a recommended client config to match the server settings? Do the threads need to match?
Or is there a way to enforce a cap on client radius from the server side to avoid strain from a rogue client config?
Thanks for the insight, trying to get everything dialed in for stability and this is the final hurdle after a lot of work.
if the client ask for a chunks outside of the server realtime update range, the server will generate the chunk and/or LOD and send it to the client
Servers have a rate limit instead of RD limit, e.g. server can generate 10 chunks per minute instead of up to 128 RD
That way no matter the client settings, server will have the same constant load
Threading settings don't need to match, if a client join a server with DH, the unneeded threads won't be created