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_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. |
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
- Master the Invaders of Oakveil Expansion
- Advanced ServerHostSettings Reference
- Back to V Rising Wiki Home
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.