Planets with lots of distributed deformation take a very long time to stream
This topic is most likely a duplicate, and is likely the root of many people's "infinite streaming" issues in multiplayer. If anyone has a link to that duplicate I'd love to put my vote there.
In multiplayer servers which do not do voxel resets, planetary bodies (especially large ones) which have had lots of player activity take a very long time to stream in, producing very poor server performance and desync, sometimes including crashes to desktop of the connected client. To reproduce or experience, join any MMO-style server with high player counts and large planetary bodies (I am personally experiencing this on the Earth "sector" (technically a server) of the official Torch server with no other players on and no offline player in excess of 35k PCU, with only NPCs in net sync range). Streaming is technically finite but for large planets with lots of deformation it can be functionally without end.
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