No More Room in Hell 1.15 Overhauls Networking, Adds 64-bit and Vulkan Support
A substantial engine-level update restructures how the cooperative zombie survival game handles connections, rendering, and client-server prediction.
The first thing most players will notice about update 1.15 is what disappears: the need to configure port forwarding. Steam Networking now handles connections, and a new menu in the Create Server dialog lets hosts choose between public, friends-only, or unlisted servers without touching a router.
Below the surface, the update represents a broad Source Engine upgrade with fixes concentrated on prediction accuracy — the logic that keeps what a player sees locally in sync with the server's authoritative state.
What changed
Engine and rendering
- 64-bit binaries are now launched automatically on 64-bit operating systems
- Vulkan renderer added and enabled by default on Linux
- Bicubic lightmaps and radial fog imported from the Half-Life 2: 20th Anniversary Update
- Borderless window option added to video settings
- UI scaling added for high-resolution screens
- Game now launches in native resolution by default instead of 640×480
Networking and prediction
- Steam Networking replaces the old port-forwarding model
- Improved networking precision for local player positions
- Fixed a prediction bug where client-side player movement was not factored into non-player actions
- Fixed position variables failing to sync correctly with the server in certain situations
- Fixed player hull mis-prediction causing per-frame rollbacks when crouching or near walls
- Fixed base velocity (conveyors, moving items) drifting out of sync between client and server
Other additions and changes
- Single-player games can now be paused
- Active Workshop map is distributed to connecting players on local servers
- Difficulty is now displayed in the server browser
viewmodel_fovConVar is now saved to user config- Certain HUD elements hidden during suicide blackout
For a game built around cooperative survival, the cumulative effect of tighter prediction and frictionless server hosting could meaningfully reduce the jank that has long accompanied online sessions.
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