Valheim World Generator

Just curious if the website - Valheim World Generator - causes anyone's CPU to rise in temp far more than anything else?

Running the game, my CPU temps hover around 60 C. (That's without site up)
The website world generator site jumps my temps up to 75-80 C :csgohelmet: even on the main page (no personal seed loaded) and without the game loaded.

No other site or game stress my CPU like that - not even Cyberpunk reaches 80 with graphics maxed, lol.

Am I the only one? I don't have any program to monitor the TCP/IP traffic on this rig, so I don't know exactly what's being sent/received. Curious to know.
Is it simply all the game info being processed/generated?

Specs: 13700K (liquid cooled), 4090, 32gb DDR5, Win11 on m.2 NVMe

Edit: And for clarification, I do not believe that website to be related to the actual game Devs.
11:13 am, May 9, 2023
Gray Matter Guerrilla 0 comments 0 likes

Chance_HC replied to Valheim World Generator May 9, 2023 @ 11:31:50 am PDT

i use a steam deck and i have no issue running the valheim world map site even having open makes no difference or slows my game down when playing valheim
8:13 pm, May 9, 2023
0 comments 0 likes

umop-apisdn replied to Valheim World Generator May 9, 2023 @ 2:02:05 am PDT

If you pay attention when it loads, you'll notice the Valheim World Generator (the website at https://valheim-map.world ) runs on the Unity engine... just like Valheim does. This is pretty much required for the RNG to work out the same, thus allowing the site to actually follow the same proc-gen algorithm and show you the map that the actual game will generate, using the seed you input.

You're essentially running two games at once; of course it taxes your system a bit.
11:13 am, May 9, 2023
0 comments 0 likes

umop-apisdn replied to Valheim World Generator May 9, 2023 @ 2:11:39 am PDT

Originally posted by Gray Matter Guerrilla:
I don't have any program to monitor the TCP/IP traffic on this rig, so I don't know exactly what's being sent/received. Curious to know.

Nothing is being sent/received except the Unity core and the code that runs the app, and caching does a fairly decent job of making sure you only do that once. All the processing is done on your local machine; there's no need to send anything to the site except the initial "gimme the webpage" request. You can click the star icon to "favorite" a specific seed, so it will store the data it generates in the local "userdata" storage instead of having to recreate it every time you "visit the site".

As for monitoring the internet traffic, you can do that with Task Manager (assuming you're running Windows). Right-click your taskbar, choose "Task Manager", then select the "Performance" tab at the top and click on "Ethernet" on the left side.

If you want to verify that the page actually isn't doing anything on the network, you can click the "Open Resource Monitor" link at the bottom of the Performance view in Task Manager, then click on the "Network" tab in Resource Monitor and watch the send/receive stats for individual applications in real time... once the page has loaded, the stats for that Chrome instance (or whatever browser you use) should drop to zero, even if you input a new seed and have it generate a new map.
11:13 am, May 9, 2023
0 comments 0 likes

Gray Matter Guerrilla replied to Valheim World Generator May 9, 2023 @ 2:13:31 am PDT

Originally posted by umop-apisdn:
If you pay attention when it loads, you'll notice the Valheim World Generator (the website at https://valheim-map.world ) runs on the Unity engine... just like Valheim does. This is pretty much required for the RNG to work out the same, thus allowing the site to actually follow the same proc-gen algorithm and show you the map that the actual game will generate, using the seed you input.

You're essentially running two games at once; of course it taxes your system a bit.
Hmmm...is the Unity optimization worse when running within a browser versus in-game? I assume so?

I ask because when I have both running (game + website) the temp does not increase anymore than when I just have the site running by itself (both scenarios push to 80C) - shouldn't it increase more so with both running?

Will fully admit that my knowledge in this area is severely limited. :demoticon:
11:13 am, May 9, 2023
0 comments 0 likes

Gray Matter Guerrilla replied to Valheim World Generator May 9, 2023 @ 2:20:47 am PDT

Originally posted by umop-apisdn:
Originally posted by Gray Matter Guerrilla:
I don't have any program to monitor the TCP/IP traffic on this rig, so I don't know exactly what's being sent/received. Curious to know.

Nothing is being sent/received except the Unity core and the code that runs the app, and caching does a fairly decent job of making sure you only do that once. All the processing is done on your local machine; there's no need to send anything to the site except the initial "gimme the webpage" request. You can click the star icon to "favorite" a specific seed, so it will store the data it generates in the local "userdata" storage instead of having to recreate it every time you "visit the site".

As for monitoring the internet traffic, you can do that with Task Manager (assuming you're running Windows). Right-click your taskbar, choose "Task Manager", then select the "Performance" tab at the top and click on "Ethernet" on the left side.

If you want to verify that the page actually isn't doing anything on the network, you can click the "Open Resource Monitor" link at the bottom of the Performance view in Task Manager, then click on the "Network" tab in Resource Monitor and watch the send/receive stats for individual applications in real time... once the page has loaded, the stats for that Chrome instance (or whatever browser you use) should drop to zero, even if you input a new seed and have it generate a new map.
Ah, completely forgot Windows has the resource monitor. I'm used to WireShark, lol.

Thanks for the replies, btw. ;)
11:13 am, May 9, 2023
0 comments 0 likes

umop-apisdn replied to Valheim World Generator May 9, 2023 @ 2:21:27 am PDT

Originally posted by Gray Matter Guerrilla:
Originally posted by umop-apisdn:
If you pay attention when it loads, you'll notice the Valheim World Generator (the website at https://valheim-map.world ) runs on the Unity engine... just like Valheim does. This is pretty much required for the RNG to work out the same, thus allowing the site to actually follow the same proc-gen algorithm and show you the map that the actual game will generate, using the seed you input.

You're essentially running two games at once; of course it taxes your system a bit.
Hmmm...is the Unity optimization worse when running within a tab versus in-game? I assume so?

I ask because when I have both running (game + website) the temp does not increase anymore than when I just have the site running by itself (both scenarios push to 80C) - shouldn't it increase more so with both running?

Yes, running WebGL in a browser pushes your system much harder than running a GL, DX, or Vulkan renderer in a dedicated process; for starters, there's a whole system of hoops the browser has to jump through just to show you "active" graphics in the first place, whereas the dedicated executable can (in effect) "just do it" because that's what it's designed to do.

In addition, the browser has to use the GDI layer to display the graphics... where the game sidesteps that and interfaces directly with the GPU. The browser-based app is doing almost everything on the CPU, because it's not actually allowed to talk directly to the hardware (for system security reasons).
11:13 am, May 9, 2023
0 comments 0 likes

Gray Matter Guerrilla replied to Valheim World Generator May 9, 2023 @ 2:23:46 am PDT

Originally posted by umop-apisdn:
Originally posted by Gray Matter Guerrilla:
Hmmm...is the Unity optimization worse when running within a tab versus in-game? I assume so?

I ask because when I have both running (game + website) the temp does not increase anymore than when I just have the site running by itself (both scenarios push to 80C) - shouldn't it increase more so with both running?

Yes, running WebGL in a browser pushes your system much harder than running a GL, DX, or Vulkan renderer in a dedicated process; for starters, there's a whole system of hoops the browser has to jump through just to show you "active" graphics in the first place, whereas the dedicated executable can (in effect) "just do it" because that's what it's designed to do.

In addition, the browser has to use the GDI layer to display the graphics... where the game sidesteps that and interfaces directly with the GPU. The browser-based app is doing almost everything on the CPU, because it's not actually allowed to talk directly to the hardware.
Makes sense. Thanks for explaining - marked as 'solution'. :104:
11:13 am, May 9, 2023
0 comments 0 likes