BetterNetworking PC
Unofficial fork of Better Networking by CW_Jesse for Valheim 1.0, PC only. Compression, queue size, send rate, portal ghost fix and faster portal travel. Pairs with Better Networking 2.3.x.
模組介紹 作者原文
Better Networking PC 2.3.5 (Valheim 1.0.x)
valheim-better-networking-pc is an unofficial fork of
Better Networking
by CW_Jesse, updated to run on Valheim 1.0. Built
against the l-1.0.7 assemblies (network version 39) and verified against l-1.0.12,
l-1.0.14 and l-1.0.16 (network version 40), which it has run on through each
auto-update. Credit for the original mod goes to CW_Jesse and its contributors; this
repository carries the changes needed to keep it working on the current game version, plus
the portal fixes described below.
PC only. "PC" in the name is the platform: this is a BepInEx mod for the PC (Steam)
version of Valheim and for dedicated servers. It cannot be installed on Xbox or
PlayStation, because consoles cannot load mods. It has only been run and measured on Steam
with crossplay off.
Up to 2.3.4 this fork shipped under the original name, as CW_Jesse.BetterNetworking.dll.
From 2.3.5 it is Better Networking PC, BetterNetworkingPC.dll. See
Compatibility with the old name.
No official build claims 1.0 support: upstream 2.3.2 targets 0.217.28, and the 2.3.3 fork
targets 0.221.4.
What the mod does
Vanilla Valheim caps how fast a machine sends world data to each peer. On a busy server
every player flatlines at the same ceiling, which is what the lag during group play
actually is. The mod raises the send queue (10 KB to 32 KB) and Steam's send rate
(150 KB/s to a 256 KB/s minimum and 1024 KB/s maximum), and adds zstd compression between
machines that both run it.
Measured results
From one live server between 2026-09-11 and 2026-09-13: 10 distinct players on home
connections, crossplay off, direct Steam sockets. Traffic was captured with tcpdump on
the server and binned per player per second; figures are p50 / p90 / max of those
one-second bins, per player, one direction.
Only compare captures taken with players clustered together. Valheim only sends a
player what is near them, so a scattered group produces about 1 KB/s each in vanilla too.
Mixing the two states makes the mod look broken when it is not.
The problem: vanilla clamps every player at one number
Server to each player, no mod, clustered:
| Hardware | Players | p50 | p90 | max |
|---|---|---|---|---|
| i7-9700 | 7 | 37-42 | 43-44 | 43-45 KB/s |
| i9-9900K | 5 | 62-63 | 63-64 | 64-80 KB/s |
Several players stopping dead at the same number is a cap, not demand. Neither machine was
short of anything: CPU 15-30% of one core, 1.5 GB resident, and the uplink peaked at
4.7 Mbit/s on a line proven to carry 121 Mbit/s.
With the mod on the server
Same measurement, one figure per player in the capture (i7-9700):
| Players | p50 | p90 | max |
|---|---|---|---|
| 4 | 34, 103, 109, 126 | 50, 127, 133, 141 | 54, 147, 172, 180 KB/s |
| 6 | 12-58 | 25-94 | 53-150 KB/s |
| 8 | 5-65 | 29-90 | 51-135 KB/s |
Roughly twice the sustained rate and three times the peak, and the flat clamp is gone:
rates now move with what is happening instead of stopping at one number. Totals through the
server were 705 KB/s in and 281 KB/s out at 8 players, about 2.2 Mbit/s of upload.
Server load did not change meaningfully. Valheim's main thread, the one that saturates
first, sat at 29% of one core with 8 players (35% max) against 8% idle, and memory went
from 1.52 GB to 1.76 GB.
What limits it next: unmodded clients
With 7-8 players on, the server peaked at 132-136 KB/s per player against a queue allowing
roughly 640 KB/s, so the server had stopped being the constraint. The vanilla clients had
not: each sat at 113-138 KB/s, which is vanilla's 150 KB/s send rate once overhead is
counted. Valheim has the client nearest an area simulate it, so in a group fight one player
uploads every monster's state for everyone and hits that cap. This is why fights can still
lag after a server-side fix.
With the mod on one client and seven still vanilla, on the same server and session:
| Connection | To server | From server |
|---|---|---|
| Modded client | 26-29 KB/s | 15-44 KB/s |
| The 7 vanilla c
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。 多人連線時,主機與所有用戶端需要安裝一致的模組。
下面這些內容需要先安裝,否則該模組不會生效: