High-Pop Raid Latency Fixes
As V Rising servers push toward 80-100 player caps in early 2026, the 1.0 engine faces its greatest challenge: Siege Lag. During coordinated raids involving 20+ vampires and multiple Golems, the server-thread can hang, leading to "Slide-Show" combat. This guide covers the technical solutions used by premier competitive servers to maintain fluidity.
The Raid Bottleneck
- Entity Sync: Every individual spell, projectile, and damage number must be synchronized across all players in the area.
- Physics Collisions: Siege Golems destroying walls create a massive burst of physics-calculations as the castle logic re-calculates the "Valid Roof" and "Shadow" states.
- DEC Profiles: Dynamic Entity Culling is the official 2025/2026 fix for hiding visual-only entities during heavy combat.
1. Enabling Combat-Aware Tickrate (CAT)
Introduced in the late 2025 "Network Hygiene" patch, CAT allows the server to dynamically increase its internal tickrate (from 30Hz to 60Hz) specifically for the geographic zone where a Siege Golem is active.
High-Frequency Zones
Set CAT_Siege_Priority=true. The server will divert CPU resources from "Idle" zones to the "Raid" zone, ensuring combat responsiveness.
Background Entity Sleep
Use IdleEntityTethering=50m. Mutants and wildlife outside the immediate raid area will stop their AI brain-ticks until the siege concludes.
2. Advanced DEC (Dynamic Entity Culling)
DEC profiles control what "Information" is sent to the client. During an 80-player raid, sending the "Durability" of every chest in a castle is a waste of bandwidth.
Update your ServerHostSettings.json with these 2026 PvP profiles:
# V Rising 2026 Optimization
"Networking": {
"DEC_Profile": "Competitive_Raid",
"Hide_Visual_Deltas_During_Siege": true,
"Buffer_Damage_Numbers": true,
"Max_Projectiles_In_Area": 500
}
3. Managing Siege Golem Latency
The Siege Golem is the #1 cause of world-state desync. In 2026, enable GatedPhysics=true. This command forces the server to batch the "Wall Destruction" updates into a single packet every 10 ticks, rather than updating the world-geometry for every single swing. This eliminates the "Rubber-Banding" felt by players when a Golem hits a castle wall.
Admin Performance Checklist:
| Action | Command | Impact |
|---|---|---|
| Purge Debris | /clear_debris |
Removes dropped loot and broken wall physics from the ground. |
| Flush Network | /flush_network |
Clears the packet-buffer if players report "lag-spikes." |
| Limit FX | /siege_fx_limit 2 |
Reduces particle count of spells for all players in the raid zone. |
Optimize Your Combat
Don't let lag decide the victor. View plans and see how our hardware handles massive sieges.