Difference colliders and entities

(21:16:44) | Saved 154,111 ents, cache(0.97), write(0.12), disk(0.02).

(21:16:44) | Saving complete

(21:17:22) | 220147 colliders enabled

What is the difference between these? I thought my server had 154111 entities but it has 220147 ?

5d66db4201195.jpg?uid=5d66db72ac9cd RyanFromRust
Let's say a crate is an entity, the colliders on the crate's sides prevent you from running through it. An entity often has more than one collider.

https://docs.unity3d.com/Manual/CollidersOverview.html

So the rust limit is 260k, is this for entities or colliders?

Where do you get 260k? I mean Ive had a server with over 400k ents
What is a Rust limit? What in Rust is limited to 260,000? Where are you getting this info?
Razor14150
Where do you get 260k? I mean Ive had a server with over 400k ents
5d66db4201195.jpg?uid=5d66db72ac9cd RyanFromRust
What is a Rust limit? What in Rust is limited to 260,000? Where are you getting this info?

https://www.corrosionhour.com/rust-server-performance/

I'm wondering why they say you should type "colliders" in the console to see how many entities there are, but when the server saves it outputs a different value. I've read this on more places btw, also on oxide forums and now umod forums. To type colliders to see how many ents you have. But when the server saves it says something else. So i'm not sure what is the correct info.

I just googled and found people say the limit could be as low as 200k, i thought it was 260k. Anyway I probably need to find a way to lower them in my server, yet i'm still wondering if anyone can give me some solid info about the difference between these things and what their limits are.



Merged post

Anyone?
Razor14150
Where do you get 260k? I mean Ive had a server with over 400k ents

That was the talked about limit a few years ago which would create lag and rubberbanding when reached,
 I generaly get just past that amount at the end of each wipe.
https://oxidemod.org/threads/what-is-the-entity-limit.8209/

That post is almost 5 years old... so much has changed since then
Ok, so the current Rust limit is higher?

So this information is not correct then?


[quote]
Maybe you remember that there used to be a collider limit in RUST? It was 65k in legacy and 260k in early experimental. Basically when you hit that limit no one could build and a bunch of other stuff broke. Well Facepunch Studios introduced collider batching to get around that problem. However, at the moment building on large bases requires colliders to be unbatched and it’s causing a considerable performance loss 6. This is particularly an issue for modded servers where large bases are more prevalent because of increased gather rates and kits.While there isn’t a solution there are ways to mitigate this issue. You can unbatch colliders until they reach ~260k. To unbatch colliders include “batching.colliders 0” in your command line or /cfg/server.cfg. While the command can be entered directly in server console without restarting it will not take effect. Make sure to keep a close eye on the number of colliders (use the command “colliders” in server console) – because you will need to turn collider batching on and restart before you reach ~260k colliders. Some servers set a rule about maximum base sizes, which would also help to alleviate this problem (and help control entities generally).
[/quote]
I've had up to 780k entities on a 5k map on a 2 week wipe, no lag, no strange behaviour.
5df121d013ded.png runescape
I've had up to 780k entities on a 5k map on a 2 week wipe, no lag, no strange behaviour.

How many players/sleepers/maxplayers/plugins and on what hardware ?

Highly modded x100 PvP server with about 80 plugins, it had about 30 players at the time. 8600k with 2x8GB 3600C16.