Revisiting Fixing Valheim Lag – Modifying Send/Receive Limits

My Valheim Dedicated Server Castle
My Valheim Dedicated Server Castle

I’ve previously covered fixing Valheim’s dedicated server lag by modifying the dedicated server’s send receive limits. Since I wrote that article not long after launch though the game has been updated that the old method no longer applies. I had theorized in the comments of that article how to address this and today Sam R. confirmed that this method did indeed alleviate most congestion on the server in the places that the send/receive limits are known to bottleneck.

This updated guide will show some updated methods you can use to help reduce lag on your Valheim dedicated server!

Symptoms of lag on Valheim dedicated servers

The symptoms you are experiencing on the server can help narrow down what type of lag you are experiencing and what may be causing it. Lag caused by your CPU being too overloaded for example will have different symptoms than lag that is caused by your server hitting the maximum send/receive limit as an example.

By far the most common type of dedicated server lag seen in the early access Valheim release so far has been mainly due to the low send/receive limit if 64KB/s that is hard coded into the server. This means that when you do something like take your character a heavily populated area on the server it has to send all that information about all the buildings/players through an artificially limited very narrow 64KB/s pipe.

Symptoms of the send/receive limit type of lag include things like chests taking a very long time to open, sometimes 10-30 seconds or never opening while at the same time being able to see players walking around normally. This is because the other people’s X / Y / Z positions is a very small amount of data compared to all the items/names/attributes that are stored in the chest. The other players moving easily fits through the narrow pipe while the chest full of loot’s data chokes since it is much larger.

I’ll specifically lay out how to modify your server and increase this limit in the “Modifying your server’s send/receive limit” section below. Before that though let’s cover a more specific type of lag to watch out for (mostly by being avoided) related to terrain manipulation.

Avoid extensive terrain manipulation (for now)

Another commonly observed source of lag has to do with terrain manipulation. Some players have found that if they take a big chunk out of the ground in Valheim and make extensive terrain modifications that the area gets filled with separate “instances” of terrain for each modification people make. Think of the original ground as one big piece in the game files. Valheim has the very cool feature of letting you modify terrain by raising it/lower it/level it/etc. Each time you do this though the game has to store what you did as a new “instance” or a modification.

The way Valheim seems to work now is it renders that original piece and then the modifications afterward. Early reports suggest having a whole bunch of them in one spot seems to sometimes cause everyone’s in-game FPS on the server to drop as low as 40 when the clients normally are much much higher than that.

The best way to avoid this type of lag at the moment is to limit how much terrain modification you are doing in areas near your base. It is likely this will be addressed/eased in future patches. There should be some things the developer team can do to clean up/merge these instances or at least reduce their effect on the rendering process so it doesn’t drop the in-game FPS so dramatically.

Modifying your server’s send/receive limit

At this time there is no options file for Valheim unfortunately. The only way to change it is to modify the server’s code and recompile the module that controls this.

Fortunately this is a lot easier than it sounds because the module we need to change is in .NET instead of something like C++ which would be much more difficult to do this with. I did not come up with this method, a very clever user on reddit (maximgame) shared it here and I want to give credit where credit is due!

Despite it not being too difficult these modifications are at your own risk. I haven’t experienced any problems so far but technically we are modifying the server’s code with the following procedure so understand that this isn’t an officially supported method and could have side effects or if you make a mistake could cause serious problems. Make sure you have backed up everything (your game world files especially) before you try anything!

Another important note is that it’s very likely you will have to make the changes again each update since the file we are going to modify is going to get replaced by updates. Until they add either a launch option or options file to officially change/control this property that is unfortunately unavoidable.

With all that being said if you understand the above and still feel comfortable let’s proceed!

Get dnSpy utility

We are going to use the utility dnSpy to modify the server code and recompile the module. The utility is free and is available here (download the Win64 build or dnSpy-net-win64.zip): GitHub dnSpy Official Page

Extract the archive and run the program dnSpy.exe from inside the folder you extracted. The dnSpy application will open.

Modifying server with dnSpy

We are going to go to the “File” menu in the top left and choose “Open” like this:

dnSpy - File -> Open Menu
dnSpy – File -> Open Menu

Now you need to navigate to the Valheim dedicated server folder which is located in your “steamapps” folder. If you left all the options default when you installed it’s typically “C:\Program Files (x86)\Steam\steamapps\common\Valheim dedicated server\valheim_server_Data\Managed”.

We are looking for the file “assembly_valheim.dll” in that folder:

dnSpy - Select File
dnSpy – Selecting Valheim server assembly file

Select the file “assembly_valheim.dll” and click “Open” and the server’s assembly will load into dnSpy.

Once it has finished loading we are going to go to the “Edit” menu and click “Search Assemblies” like this:

dnSpy - Search Assemblies
dnSpy – Search Assemblies

For the search criteria enter “ZDOMan” like this:

dnSpy - ZDOMan Search
dnSpy – Searching for ‘ZDOMan’

After the search completes you should see a list of results like the one above. Double click on one of these entries on the list and it should place you in the ZDOMan section of the assembly (seen on the left hand side of the screen):

dnSpy - 'ZDOMan' section of assembly
dnSpy – ‘ZDOMan’ section of assembly

Perfect. We are now in the right place to make the changes. We just need to locate the line that has the send/receive limitation. To find that press Ctrl+F to bring up the find box (or choose “Edit” -> Find from the menu) and search for:

 sendQueueSize

which should bring up the following lines:

dnSpy - sendQueueSize Variable
dnSpy – sendQueueSize Variable

If you are having trouble finding the lines make sure you’re using Ctrl+F to search this time and not the “Search Assemblies” from earlier at the bottom of the screenshot, that’s a different type of search. Make sure you’ve disabled the case sensitive options (the Aa right below the box) or any other search filters. Your search query box should be in the top right of the screen like the above screenshot that has sendQueueSize in it.

Now right click on this line:

int num = 10240 - sendQueueSize

and click “Edit Class (C#)…”. Another window will open that will let you make changes to the file. We are going to modify ‘10240’ to a variable of our choosing. I made mine 30720 since after doing some conversion math that is the equivalent increase from my previous launch version guide that provided great performance and I kept them the same. If you followed my last guide this will give you the exact same performance as the old one did.

There are two instances of this variable. The second instance is 3 lines above the highlighted line we searched for and is:

if (!flush && sendQueueSize > 10240)

Modify both instances of 10240 to 30720.

Theoretically setting a limit too high could cause the server to swamp your internet connection if you have a large number of players on and there’s essentially no limit but there shouldn’t be any other effects of a very high number.

Once you’ve changed both numbers to the desired value we need to press the “Compile” button in the bottom right corner of this new window. This window will close and take you back to the previous one.

Saving the new assembly

It’s time to save our changes into a new .dll file. Choose “File” -> “Save Module…”:

Saving New Assembly
dnSpy – Save Module as assembly_valheim_modded.dll

Change the file name to assembly_valheim_modded.dll. Don’t overwrite the original file just yet as we will want to take a backup and make sure that the server is closed before we do that. Press “OK” to write the new assembly_valheim_modded.dll file.

Backing up original file and replacing with our new one

Now it’s time to back up the original file and replace it with our new modded file. First make sure your dedicated server is closed otherwise the dll file will be in use. It is also a good time to make a backup of your world file just in case (see my Valheim Dedicated Server Backup Location / Guide for instructions)

Navigate in a file explorer window to your Valheim server directory where we saved the new assembly file (usually C:\Program Files (x86)\Steam\steamapps\common\Valheim dedicated server\valheim_server_Data\Managed).

First make a copy of the original assembly_valheim.dll file. You can just select the file and “copy” then paste a copy of it in that same folder and Windows will make a “valheim_assembly Copy(1).dll” file for you or you can back it up to a separate folder. Now remove the original file and rename your “valheim_assembly_modded.dll” file to the original file name of “valheim_assembly.dll”.

That’s it, you’ve now replaced the old assembly with the new one! Go ahead and start your server normally and the changes will have taken effect.

Other Resources

Make sure you are taking constant backups of your Valheim dedicated server: Backup Valheim Dedicated Server – World Folder Paths / Guide

It’s also important to back up your local game’s characters and local worlds if you are using them. I have written a guide for the local game side that is available here!

For historical reasons I’ve left up the post with the old method here as it helped me devise the new method: Fixing Valheim’s dedicated server lag by modifying the dedicated server’s send receive limits

Other Valheim Lag Issues

If you know of other Valheim lag issues that I didn’t cover here or are still having problems let me know in the comments and I will update this guide with other tips/tricks and try to answer any questions. It’s still a very new game and there isn’t very much out there for it yet. Have fun and enjoy!

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Gesper
Gesper
2 years ago

Two short question:
At the moment I’m running a dedicated Server with 5-7 players (mostly we play in one area) / no mods.
With the same players we played a year ago on a dedicated server also again via Gportal, but we all note much more lag than last year.

1. First of all: is this whole fix still a thing after the Patch 0.211.9 dropped on October 11, 2022 in which the developers stated exact this issue that “majority of the changes include stabilising connection issues, as well as fixing send/receive limitations in multiplayer.”

2. I tried your solution (only the server-sided) and it seems to help a bit, especially in the base and with chests as described, but I’m not 100% sure, because I don’t get the results as I expected overall. Still opponents disappear or sink into the ground when 3 people are in one area. 3 Players should be no problem, never was. Haven’t discovered this problem last year with the exact same configuration and the same people playing.
When I read all the comments here and from modders on Github, I realized that a client can quickly become a bottleneck for lag. So I checked, but everyones connection is fine/game runs fine.

So the bottom line is that the game has become more worse in terms of multiplayer dedicated server, even if they made a patch to fix exactly these things? Is this true?

PS: Saidly, I have no documentation about my last year Gportal server. Maybe they got more worse since last year, but it would be cool to be sure about my second question, so i can eliminate the gamecode itself before spending more money or get another host. Thanks in advance.

Gesper
Gesper
2 years ago

Hello James,
Thanks for the quick and insightful answer regarding the code mechanics.

To be honest: I’m very perplexed how fast and simple it’s possible to get an detailed, clear, targeted answer without any sham substance in between, providing more information than I got from anyone on the official discord in a whole year.
I’m apparently just not used to that kind of service anymore or that someone is seriously taking action about your problems, but I highly appreciate this. Thank you very much.

To answer your question we started on a fresh installation and with new characters. Should it become unplayable we maybe restart and I will try another host, but for the moment and after your fix it’s “more likeable” and we passed the 2nd boss already.
It just caught our attention that the “overall experience” is worse than last year.

But after all information I got now, my best bet is the same as yours and I think the game itself has an increased data transfer compared to last year with all features added which totally makes sense, but on the other hand causes in combination with P2P driven game code an overall worse experience. Don’t get me wrong – it’s not unplayable after all, but it was unfavorable last year with up to 4 or more players and now it is even less advantageous.

If you are 3 people in one area and another one joins us, you can feel an instant drop of stability in the connection regardless what you configured (or if you let someone with ftth connection join first / or if you exclude the one with the “worst” ping – makes no difference to this effect). Last year it was not noticeable to the same extent. 4 players now is like playing with 6-7 players last year if I have to compare it. But what you said makes absolute sense to me.

“I’ve been waiting for Mistlands so I have not tried this update yet. It can’t be too much longer before Mistlands hopefully.”
Very optimistic. I think they hold it till the X-Box release. Maybe it takes so long because they fix exactly these issues we talk about behind the doors for more sensitive console players.
But this is wishful thinking – in reality, I don’t think they will rewrite the code to this degree.

Thanks for all informations and keep up your good work! It’s rare these days.

Kush
Kush
2 years ago

Writing assembly_valheim_modded.dll…

Access error: Access to the path 'C:\WINDOWS\system32\assembly_valheim_modded.dll' is denied.

Getting this error, would appreciate it a lot if someone helps (:

Dalayeth
Dalayeth
3 years ago

Just wanted to link to this Github issue about Epic Loot’s excessive bandwidth. The creator of the mod himself looked at it.

Frosti
Frosti
3 years ago

has anyone tried this NetworkFix package?

patk88
patk88
3 years ago
Reply to  Frosti

Looks like it is patching the two methods using harmony just like we have been doing manually, should work in the same manner… just make sure the host and server are configured the same.

Alexander
Alexander
3 years ago
Reply to  patk88

Does it work? and if yes, how to do it.. i downloaded the NetworkFix in thunderstore but there is no readme or howto anywhere. Does it increase those limits as sonn as i launch the game with it? Is it permament? Do i have to configure those values somehow?

1010101110
1010101110
3 years ago

this doesnt seem to be the case for me, this is on a modded server but without changes to sendqueue or socket parameters:

Network Traffic Log

1010101110
1010101110
3 years ago

yeah this is what i see for packet size seems to chill below 1k bytes

i do see sometimes players will “desync” from the server. i’m guessing they are lagging and their queue gets so full that it just is perma full and drops new packets.
so in that case increasing the queue size might help them recover. but still it will hit a limit eventually. i don’t want to fill up their memory.

AlistairChiss
AlistairChiss
3 years ago

No matter how much I increase the value it appears that my data send and receive are capped at 150kbps. This definitely appears to be helping with stability but at least for me it doesn’t seem to actually be increasing the throughput. My group and I are seeing 150kbps as caps for send and receive even when using a value of 512000. We are using Valheim+ and EpicLoot both.

LordAg
LordAg
3 years ago

Thought I’d add a weird foible I’ve come across since the H & H update and have not been able to figure out at all. I’m going to detail what we observed and see if anyone else has ideas, because we are stumped. We had made the changes successfully and they worked fine for a while, but lately we’ve been having an odd issue with the Spawning Stones and the area around it. I’ll try to describe it as best as I can. The first person that logs in to the stones loads them fine, but anyone else that loads into the stones can’t see them or any structures. They can’t see it UNTIL the person the it was initially loaded for leaves the area. The person that can see the terrain can log out, teleport, or even run away, but once they are out of range, the terrain appears for everyone that couldn’t see it. This seems to be an issue only with the Spawn Stones, as we’ve tried to replicate this in other areas and it doesn’t happen. It also seems to happen strictly on logging out and logging in. Once that portion of the world has loaded in for someone, it remains loaded for them whether they teleport away or run away.

It also happens even if you don’t log in near the stones, but someone is currently at the stones when you login. We had a teleporter set up from one island a significant way away back to the Spawn Stones. If someone was already at the stones when you logged in, even though you weren’t anywhere near the stones, if you tried to take the portal back to the stones it would not work despite showing that it was connected. Basically the portal didn’t “exist” on the other side for you. You COULD destroy the portal, rebuild it with the same name, and THEN it would work, but if you went through, ONLY the portal would exist within the area of the stones and the nearby terrain would not load in, again, until the person it was initially loaded for left the area. I believe it’s because the object was interacted with by linking the portals. We noticed that when the world wasn’t loaded in for someone who logged in, if a person interacted with one of the objects that had not spawned in, it would appear. For example: if I loaded into the spawn stones unable to see anything because someone else had been in the area when logging in, objects that THEY interacted with would appear, such as a door opening or a tree being hit with an axe. Enemies did not disappear, strictly the stones and surrounding landscape.

Now, we did try several things to attempt fixing it: pulled out mods one by one, reverified the files then added the modded assembly_valheim.dll files back in. The thing that seemed to work was using vanilla, unmodded assembly_valheim.dll files. I know it’s a bit long, but I just could not figure our exactly what was going on.

LordAg
LordAg
3 years ago
Reply to  LordAg

And I should add: we tried new characters and new servers as well.

patk88
patk88
3 years ago
Reply to  LordAg

I have observed similar weirdness randomly near the spawn stones also, for us it is more like a delay in the server sending the data to the client (the rec rate is usually sitting around the 0.1 – 0.5kbps mark), after 5 – 10 seconds on approach to the area all the trees / structures suddenly load in with a big burst of incoming data. The spawn area is the only place we have seen this behaviour so we haven’t been too concerned getting to the bottom of it (may even be related to a mod rather than the changes listed here).

LordAg
LordAg
3 years ago
Reply to  patk88

Fast reply, ty. Yea, we can play around it pretty easily. The frustration was just trying to figure it out. It’s like an annoying hangnail: a minor inconvenience but one that can be played around. At least now we know for sure it’s the spawn and can mostly avoid building around it or having to much traffic around it.

patk88
patk88
3 years ago
Reply to  LordAg

I have found that this issue doesn’t seem to present if you take a portal to the spawn stones, it only appears for me if you approach the stones via walk/running.

Kimori
Kimori
3 years ago
Reply to  patk88

wait what? this is the thread I was searching for. We built our base around said stones and some people noticed that terrain changes around that area wont load in or half the houses disappear. But once the host leaves that area it return to normal, only in rare cases a roof actually breaks. So we tried 3 different network mods with all kinds of settings and observed the same thing every time.
Can you list your mods so we can find a possible culprid? Or can anyine try Analyze what is happening here?