ValheimOptimizer
Faster Valheim loading/networking: up to 96.9% shorter forced join wait, 68.8% shorter teleport minimum, and 62-67% smaller validated ZDO payloads.
模組介紹 作者原文
MagiCorp Valheim Optimizer
Client and server performance optimisations for Valheim focused on faster joins, faster teleports, lower ZDO transfer volume and less unnecessary rendering work.
Loading-path improvements
These percentages describe the specific loading stages changed by the plugin, not a guaranteed reduction in total connect-to-spawn time. Total load time still depends on world size, storage, CPU, network latency and other mods.
- Initial join wait: up to 96.9% shorter. On a negotiated server, once the server confirms the initial area is ready, the enforced initial respawn delay is reduced from Valheim's 8.0 s to 0.25 s. Death respawns are unchanged.
- Distant teleport minimum: 68.8% shorter. The forced minimum is reduced from 8.0 s to 2.5 s. The player is still held until the destination is actually ready.
- Object creation throughput: up to 3x. While loading, the ZNet object creation cap increases from 100 to as many as 300 objects per pass. That can reduce an object-creation-bound phase by up to 66.7%. It automatically backs off to 200, 140 or 100 objects on slow frames.
- ZDO transfer size: 61.9% to 67.2% lower in validation. On the Purple Turtle test-world clone, compressed optimizer traffic measured 1,461,672 -> 557,604 bytes client-side and 1,747,722 -> 572,898 bytes server-side. These are plugin ZDO payload bytes, not exact Steam on-wire totals.
The test world used for those network measurements contained about 584,794 ZDOs. A separate server-startup LoadChunks comparison showed a small apparent improvement, but it was not counted because later runs had a warmer page cache.
Server-side requirements for best performance
For the full optimisation path, install the same Valheim Optimizer version/protocol on the dedicated server and on every connected client.
Full client/server negotiation enables:
- compressed ZDOData transfers
- adaptive server replication scheduling
- expanded replication send window
- priority initial-area transfer for faster first spawn
- portal destination prefetch
- adaptive high-throughput object creation during loading
- the reduced 8.0 s -> 0.25 s initial join wait
- the reduced 8.0 s -> 2.5 s distant-teleport minimum
- persistent minimap cache reuse for negotiated worlds
For the server-wide replication scheduler and expanded send window, all connected peers must support the optimizer. If a vanilla client or incompatible protocol is connected, the affected server networking paths fall back to Valheim-compatible behaviour rather than forcing the optimisation.
A client-only install still provides local-only changes such as the immediate loading screen, asynchronous scene-loading path, custom loading artwork and reduced main-menu rendering, but it does not get the main negotiated loading/network gains listed above.
Defaults
- Replication rate: 30 Hz for negotiated peers
- Replication window: 128 KiB when every peer is negotiated
- Main-thread network budget: 1.75 ms/update
- ZDO compression threshold: 2 KiB
- Loading object limit: 300/pass, adaptive under poor frame time
- Distant teleport minimum: 2.5 s
- Initial join minimum: 0.25 s after server area-ready confirmation
- Portal prefetch limit: 6,000 destination ZDOs
Configuration is generated at BepInEx/config/magicorp.valheim.optimizer.cfg.
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: