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High-Population Raid Latency Fixes: V Rising 2026 Guide

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 (where players are just crafting) 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.
2026 Strategy: 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 (Raid Night):

Action Command Impact
Purge Debris/clear_debrisRemoves dropped loot and broken wall physics from the ground.
Flush Network/flush_networkClears the packet-buffer if players report "Lag-spikes."
Limit FX/siege_fx_limit 2Reduces particle count of spells for all players in the raid zone.

Can I run 100 players on a standard VPS?

No. For 100-player 2026 competitive V Rising, you need a **Dedicated CPU** (i9-14900K or 7950X equivalent) with at least 5.5GHz clock speeds. V Rising is extremely sensitive to single-core frequency.

What is the "Competitive_Raid" profile?

This is a built-in DEC profile that prioritizes "Player-to-Player" data over "World-to-Player" data. You won't see your castle flowers growing, but you'll see every spear thrown at you with 0ms delay.

Does it help client-side FPS?

Yes. By using Hide_Visual_Deltas, the server stops telling the client about things that don't matter for combat, which reduces the GPU load for players in massive raid clusters.

Next Steps

Latency-Free Raiding: Supercraft’s V Rising **Blood-Vantage** servers include "Raid-Aware" CPU scaling. When an active Grave-Golem is detected, your node automatically overclocks its primary core to handle the combat burst.

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