RE:NODE

Valheim performance by biome: what costs the most

By RE:NODE Team
12 min read


The Mistlands and the Ashlands are the most expensive places in Valheim, and nearly all of that expense lands on the players' own PCs, not on the server. The Mistlands are heavy because of the mist itself, the giant Yggdrasil roots and the dense, broken terrain. The Ashlands are heavy because almost everything in them is a fire, a light, a particle effect or a hostile creature. The Plains cost frame rate through grass and draw distance; the ocean costs loading because a ship crosses zones faster than anything else in the game. The server's own load depends far more on how many separate places your players are in, and on what has been built there, than on which biome those places happen to be.

That distinction decides what to do about it. If the group's frame rate collapses in the Mistlands, a bigger server plan will not change a thing. If the server's CPU graph climbs when four players split up across four biomes, client graphics settings will not help either. This post goes biome by biome, says which side of that line each cost falls on, and ends with what is worth changing. For the underlying mechanics - zones, ownership, the save hitch - read Valheim server lag: zone ownership and desync first; this post builds on it rather than repeating it.

Client load and server load are different problems#

Valheim splits the work in an unusual way. The world is cut into 64 by 64 metre zones, and the objects in a zone are simulated by a player who is there - the zone's owner - not by the server. The server stores the world, relays state between players, handles the zones no player owns, and writes the save.

So there are three places a biome can hurt:

WhereWhat it pays forHow it shows up
Each player's GPURendering: mist, fire, lights, grass, water, shadowsLow frame rate for whoever is looking at it
The owning player's CPUSimulating creatures, physics, fires and stations in their zonesRubber-banding for everyone near that player
The serverRelaying updates, storing objects, saving, unowned zonesEveryone stutters together, long saves, memory growth

Most of what makes the late biomes feel heavy is in the first row. Some of it is in the second, and that part does hit other players, because a struggling owner simulates slowly for everyone nearby. Very little is in the third.

The test is easy. Open the F2 overlay while it is happening and look at your own frame rate and ping. If your frame rate has fallen and your ping has not moved, the cost is on your machine. If everyone near one player sees creatures teleport and that player's machine is struggling, it is ownership. If everyone everywhere stutters at once, look at the server.

Meadows and Black Forest: the baseline#

The two starting biomes are the cheap ones, and they are the reference everything else is measured against.

The Meadows have sparse trees, gentle terrain and passive animals. The Black Forest is denser: more trees, greydwarf spawners, burial chambers and troll caves. The one thing in the Black Forest that is genuinely heavy for a moment is felling trees. A falling tree is a physics object, and it can knock over others, which then break into logs that roll downhill. A big cascade on a slope means dozens of physics objects simulated at once by whoever owns the zone. It passes in seconds, but it is the first lag spike most groups notice.

What the server feels in these biomes is mostly what the players build there, because these are where the main bases usually are. A Meadows base with a forty-boar pen is more expensive than an empty Mistlands valley.

Swamp: dense and wet, not heavy#

The Swamp is darker and denser than it looks expensive. Ancient trees, water everywhere, rain, fog, and a lot of hostile spawns - draugr, blobs, leeches, skeletons from the spawners near crypts. The fog and rain are client-side rendering effects, cheaper than the Mistlands mist. The crowding is a simulation cost for the owner, because spawners keep the zone busy.

The crypts are worth knowing about. Dungeon interiors are not underground: they are built at a height high above the location in the world, and entering one moves you there. That is why entering a crypt is a short load, and why your map marker does odd things. For performance it means a dungeon is a separate small area with its own objects, not part of the swamp above it.

Mountains: cheap terrain, expensive caves#

The Mountains are sparse on top: snow, rock, a few wolves and drakes. Rendering is light apart from the snowfall and the frost effects, and the high, open terrain gives long sight lines but little to draw in them.

Frost caves are the exception. They are proper interiors full of creatures and props, and like crypts they are loaded as their own area. They are heavier per square metre than anything outside, though small. A group fighting through one together is fine; it is the sort of place where one player with a poor connection owning the zone shows up immediately.

Plains: grass, distance and fuling villages#

The Plains are where frame rates first start to fall for a lot of players, and the reason is mostly grass. The biome is a wide open sea of vegetation, and grass is drawn as many small instances across a large visible area. Combined with long draw distances over flat ground, the Plains ask each client to render more than any biome before them.

On the simulation side, the expensive things in the Plains are:

  • Fuling villages. Many fulings, totems, fires and structures in one place. Attacking one is a big fight with a lot of AI, owned by whoever got there first.
  • Deathsquitos. Fast flying creatures with constant movement. Not many, but a lot of updates each.
  • Lox. Large creatures, and tamed lox farms are one of the most expensive things a group can build anywhere, because tames keep running AI wherever their pen is.
  • Farms. The Plains are where barley and flax grow, and every crop is an object. A field of a few hundred plants is a few hundred objects in one zone.

That last point matters more than the biome itself. Plains bases tend to become the largest farms on a server, and it is the farm, not the grass, that the server has to store and every visitor has to load.

Mistlands: mist, Yggdrasil and vertical terrain#

The Mistlands are the most demanding biome for most players' PCs. Several things stack up.

The mist. It is not a fog setting; it is a volumetric effect drawn around the player and thick through the whole biome. That is rendered on every client, every frame. The wisplight clears a bubble of it around the player carrying one, which helps you see but does not make the rendering free.

Yggdrasil. Huge roots and fallen branches of the world tree run across the biome. They are enormous meshes that stay visible from far away, and they are part of why the Mistlands look the way they do. They are also a lot of geometry.

The terrain. The Mistlands are jagged: pillars, spires, cliffs and deep valleys. Creatures have to path through it, which is harder work for the owning client than flat ground. Seekers, ticks and the flying gjall all move in three dimensions.

The density of things. Giant skeletons, Dvergr outposts and excavation sites, black marble, jute and a lot of loose props. An infested mine is a full dungeon interior packed with seekers.

What the server feels from the Mistlands is modest: more objects to store as the biome is explored, more updates to relay during a fight. What the client feels is a lot. A group of players on mid-range PCs that ran the Plains well can drop to a fraction of that frame rate in the mist.

Ashlands: fire, light and constant fights#

The Ashlands are expensive in a different way. Almost everything in them glows or burns.

  • Lava is everywhere, with its own glow, heat haze and ember particles.
  • Fires and lights in huge numbers: burning ground, fortresses lit with braziers, glowing creatures.
  • Particle effects from ash, embers, smoke, staffs and projectiles.
  • Constant combat. Charred warriors and archers, Morgen, Asksvin, Volture, fallen Valkyries and fortress sieges. The Ashlands are designed to be busy, and busy means more AI and more updates.
  • Fire on buildings. In the Ashlands, wooden pieces can catch fire and burn, which turns a skirmish near a forward camp into many burning objects changing state at once.

The rendering cost is high, but for many players it is the point lights more than anything else: every light source has a cost, and a lit fortress or a lava field has a great many. The simulation cost is also higher than the Mistlands, because there are simply more hostile creatures active at once, and that is the part other players feel through ownership.

On the server, an Ashlands expedition is mostly a relay cost. Many creatures, many projectiles, many state changes, all sent to every player nearby. A group fighting a fortress siege is the closest the late game gets to the "ten players in a raid at the main base" scenario that strains the per-player send budget.

The ocean: zones go past fast#

The sea looks empty, and on screen it nearly is. What makes sailing expensive is speed. A longship in a good wind crosses zones faster than a running player, so the client has to load zones ahead of the ship and drop the ones behind continuously. On a fresh route that includes generating areas that have never been visited, which creates their objects for the first time and sends them to the server.

Three practical effects:

  1. Brief stutters when sailing into new waters, as islands and coastlines load in. This is normal and mostly client-side.
  2. The boat is simulated by the player steering it. A ship's physics, and the cargo on it, run on that player's machine. A captain on a poor connection makes the boat jitter for the crew.
  3. Exploration grows the world file. Every newly visited area adds its objects to the save. A long voyage of discovery is one of the fastest ways to grow the .db, which is why a world that has been sailed around a lot uses more memory - how much RAM a Valheim server needs puts numbers on that.

Serpents and storms add effects on top, but they are short-lived. The steady cost of the ocean is loading.

What players spread across biomes cost the server#

Here is where the server actually notices biomes. When all players are in one place, there is one set of active zones. When they split up - two in the Mistlands, one sailing, two at the base, one in a crypt - there are five separate active areas, each with its own objects to track and relay, and the server is holding all of them at once.

Group layoutActive areasServer load
Ten players at the main baseOne, denseRelay-heavy; send budget is the limit
Ten players on one expeditionOne or twoModerate
Ten players in ten different placesTenHighest steady load and memory
Five players at five heavy basesFive, all denseWorst case for memory

This is also why a server's memory climbs over a long session even when nobody is building: more of the world has been loaded and touched. A weekly restart, run from a schedule at a quiet hour, keeps that from accumulating; restart schedules that help covers timing.

On RE:NODE the console shows memory, CPU and disk against the plan's limits, so you can watch what happens when the group splits up. If CPU sits at its limit at those moments, the plan is the bottleneck. If it does not and players still complain, the problem is on their side of the table above. Reading a server load graph explains what a pinned single thread looks like, which is the shape a Valheim server makes.

What to change for each biome#

Most fixes are client settings, because most of the cost is on the client. Each player changes them for themselves in the game's graphics options.

BiomeMain costWhat helps most
PlainsGrass, draw distanceLower vegetation quality, lower level of detail
MistlandsMist, big geometry, terrainLower shadow quality, lower level of detail, an owner with a strong PC
AshlandsLights, fire, particlesFewer point lights and no point light shadows
OceanZone loadingFast local storage for the game, a stable connection for the captain
Any busy basePieces, lights, tamesFewer torches in view, smaller animal pens, items in chests

The lodbias console command changes level of detail on the client and is one of the few console commands that does not need cheats enabled. Lower values reduce how far detail is kept, which helps in the Plains and Mistlands at the cost of visible pop-in.

code
lodbias 1

It applies only to the player who types it, not to anyone else on the server. The default and useful range have varied between versions, so try a couple of values and watch the frame rate rather than trusting one number. Valheim admin console commands lists it alongside the other commands that work without cheats.

On the server side the useful levers do not depend on biome at all: keep the world lean (fewer tames, fewer items on the ground), keep -saveinterval sensible, restart weekly, and only move up a plan when the server's own CPU or memory is at its limit during the problem.

FAQ#

Why do the Mistlands lag when the rest of the game runs fine?

Mostly because of each player's PC, not the server. The mist is a volumetric effect drawn every frame, the Yggdrasil roots are huge meshes visible from far away, and the terrain is dense and broken. Lowering shadow quality and level of detail helps more than any server change.

Will a bigger server plan fix Ashlands frame rates?

No. Frame rate is drawn by each player's graphics card. A bigger plan helps only when the server's own CPU or memory is at its limit, which shows on its graphs regardless of biome.

Is it worse for the server when we split up?

Yes, a little. Each separate group of players keeps its own area active, and the server relays and tracks all of them at once. It matters more for memory over a long session than for moment-to-moment lag.

Why does sailing stutter even on an empty sea?

The ship crosses zones quickly, so the client loads the area ahead continuously and generates places nobody has visited before. Stutters are worst on new routes and fade on familiar ones.

Does building in the Mistlands cost more than building in the Meadows?

The pieces cost the same. The surroundings do not: a base in the Mistlands is surrounded by mist, roots and broken terrain that every visitor has to render. Most groups keep the main base in an earlier biome and use portals to reach late-game outposts.

Does an empty Ashlands outpost cost anything while we are away?

Very little. Its objects sit in the world file and in the server's memory, but the expensive part - creatures, fires and effects being simulated and drawn - happens only while a player has the area loaded. The cost comes back the moment somebody portals in.