Entity Limit

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For reasons of memory allocation, there is a limit to the number of entities GoldSrc GoldSrc/Source Source/Source 2 Source 2 can manage at once.

The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of entdata can take a noticeably long time to transmit from server to client, and may lead to crashes.

Tip.pngTip:When creating very large or detailed maps, remember that more entities will exist at runtime than were compiled in. Things like weapons held by characters, projectiles and death ragdolls are all entities too. If you see "no free edicts" errors then you need to start cutting!

GoldSrc GoldSrc limits


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The default edict limit is 1200, but this can be raised to 2048 by editing the mod's liblist.gam to include edicts "2048".
This can safely be done for singleplayer mods, but should not be relied upon for multiplayer maps for existing games, as the server and all clients must agree upon the edict limit.

In Sven Co-op Sven Co-op, the limit has been raised to 8192.

Prior to Half-Life Half-Life's 25th-anniversary update, the default edict limit was 900.

Source Source limits

There can be up to 4096 entities. This total is split into two groups of 2048:

  1. Non-networked entities, which exist only on the client or server (e.g. death ragdolls on client, logicals on server).
  2. Entities with associated edicts, which can cross the client/server divide.
  • In Garry's Mod Garry's Mod, there can be up to 16384 entities, split into two groups of 8192.
  • In Mapbase Mapbase, there can be up to 16384 "clientside renderable" entities. (Internal point entities, like prop_static's) [1]

If the game tries to assign a 2049th edict it will exit with an error message, but if it tries to create a 2049th non-networked entity it will merely refuse and print a warning to the console. The logic behind this may be that an entity spawned dynamically (i.e. not present in the map) but not assigned an edict probably isn't too important.

The two entity lists are created by CBaseEntityList::CBaseEntityList() using NUM_ENT_ENTRIES and MAX_EDICTS. Neither of those values can be changed without breaking compatibility with the engine.

  • Temporary entities and prop_static's, env_sprite_clientside, or prop_detail props do not count toward either limit. VBSP enforces limits for these, but these can be raised with a modified VBSP.
  • If you're creating lots of individual objects all the time, consider rolling them all into a single manager entity.
  • In-game, use console commands like report_entities and cl_showents to get an idea of how many entities are present at that current state.
  • Prop entities that use a model with $collisionjoints will generate one phys_bone_follower for every convex piece of their collision model. These can quickly eat up the edict count! Enabling the "Disable Bone Followers" keyvalue on the prop will disable bone followers, although the prop will no longer have a functioning collision model, and the model will not be able to ragdoll.

VMF Limits

Hammer itself has no entity limit, but VBSP VBSP's is dependent on the game:

Note.pngNote:This is a soft limit; a modded VBSP is capable of compiling as many entities as memory allows.
Note.pngNote:The limit is set by MAX_MAP_ENTITIES variable in 🖿public/bspfile.h

This is double the combined total accepted by the engine, which may be because it at first treats internal entities (such as prop_static and env_cubemap) like normal entities, or perhaps because it generates a lot of detail props.

VBSP also recommends an entdata size limit of 384KB, but this is in no way enforced.

Source 2 Source 2 limits

In Source 2 Source 2, specifically S&box S&box, the networked entity limit is 16384 edicts.

There appears to be no limit for map compiles, or it is tied to the networked entity limit.

See also

External links


  1. Mapbase 3.1 Release Notes https://www.moddb.com/mods/mapbase/news/mapbase-v3-1-released ModDB Retrieved Wednesday, March 6, 2024