How long an encounter stays dormant
Time in minutes an encounter persists with no players nearby before it is discarded.
scum.EncounterVirtualizedTimeOverride=-1.000000
What does this setting do?
When the last player leaves an encounter, it is not deleted immediately. It enters a dormant state: its enemies are no longer fully simulated but remain remembered, so they are still there when somebody returns. This value sets how long that lasts – in minutes, with the default -1 meaning the game's own value.
The point is persistence. Someone pulling back for ammunition and returning ten minutes later should find the same situation rather than a freshly rolled one. That is exactly what makes fights over a place worth recounting.
The price is memory and bookkeeping. Every dormant encounter occupies space even while doing nothing. On a large server with many players constantly on the move, high values accumulate a great many of them.
Low values are the opposite: the world forgets faster and the server stays lean. Below about ten minutes it gets odd – a brief withdrawal is then already enough for a half-cleared building to be full again.
Which value suits my server?
10 to 30 minutes. Enough for a withdrawal and a return.
-1 (game default).
30 to 60 minutes. The world remembers what happened.
What to watch out for
The value is read as minutes, not seconds. A 60 means one hour.
Every dormant encounter costs memory. On large, busy servers that is the quieter half of a performance problem.