Framerate and Performance: Difference between revisions

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===Maximising performance===
===Maximising performance===
1. If you are playing Single Player, for maximum performance and stability - on a PC with at least 16GB of RAM and a modern CPU like Intel Core i5 or better, or AMD Ryzen 5 or better - you can set up a dedicated server on your own PC, instead of playing Single Player.  So you copy/move your saved game world into the server's save folder and run VintagestoryServer.  Then start the game client and connect to the server you made as if it's multiplayer, the address of the server on your own machine is always 127.0.0.1.  This should be straightforward - it's not normally necessary to set up port forwarding or firewall permissions if playing on a server which is running on your own PC.
1. If you are playing Single Player, for maximum performance and stability - on a PC with at least 16GB of RAM and a modern CPU - you can set up a dedicated server on your own PC, instead of playing Single Player.  So you copy/move your saved game world into the server's Saves folder and run VintagestoryServer.  Then start the game client and connect to the server you made as if it's multiplayer, the address of the server on your own machine is always 127.0.0.1.  This should be straightforward - it's not normally necessary to set up port forwarding or firewall permissions if playing on a server which is running on your own PC.


''Why this helps: it means the server part of the game (which generates and runs the world) and the client part of the game (which produces what you actually see on screen) can each run separately in their own memory space, without conflicting with each other and with reduced lag spikes.''
'''Strongly recommended for the new higher view distances above 1024, or any high view distances really!'''


Alternatively if you have a very low powered PC, but there's another PC on the same network, try running a dedicated Vintage Story server on that other PC and connecting to it over your local network.
''Why this helps: it means the server part of the game (which generates and runs the world) and the client part of the game (which produces what you actually see on screen) can each run separately in their own memory space, without conflicting with each other and with reduced lag spikes. You'll be less likely to run out of memory at high view distances.''
 
Alternatively if you have a laptop or similar which cannot do this, but there's another PC on the same network, try running a dedicated Vintage Story server on that other PC and connecting to it over your local network.




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