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Thread Statistics | Show CCP posts - 16 post(s) |
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CCP Zymurgist
Gallente C C P
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Posted - 2010.12.11 15:19:00 -
[1]
CCP Masterplan is revealing part two of his dev blog. This time he shares some of the technical details and the results of the improvements here.
Zymurgist Community Representative CCP Hf, EVE Online Contact Us |
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Mashie Saldana
Minmatar Veto Corp
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Posted - 2010.12.11 15:23:00 -
[2]
Sweet, more blog ****.
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Tharill daSai
Caldari Serringer Arms Inc Free United Spirits
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Posted - 2010.12.11 15:29:00 -
[3]
Blogs good
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Trebor Daehdoow
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Posted - 2010.12.11 15:29:00 -
[4]
Well done, Team Gridlock!
Confessions of a Noob Starship Politician The most expensive free trip to Iceland you'll ever win!
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TeaDaze
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Posted - 2010.12.11 15:35:00 -
[5]
Masterplan, best plan
TeaDaze.net Blog | CSM Database |
Sgt Blade
Caldari Save Yourself Inc. Imajiaca
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Posted - 2010.12.11 15:37:00 -
[6]
how interesting
Hypnotic Pelvic Thrusting Level 5 |
Yon89
Northern Coalition.
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Posted - 2010.12.11 15:38:00 -
[7]
Thanks now our drake fleets of d00m will rock even more ============= SIG SIG SIG |
Saana Nara
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Posted - 2010.12.11 15:38:00 -
[8]
Good blog, I'd love to get more of this behind the scenes info on development :)
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Masjheira
Minmatar Cursed Inc. Mercenary Coalition
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Posted - 2010.12.11 15:39:00 -
[9]
Can you please remove Drakes from the game? This way, no more missile blobs and no more CPU issues ! :P
Thank you very much.
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Phoenix Tyrox
Krupp-Stahl Majesta Empire
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Posted - 2010.12.11 15:41:00 -
[10]
Thanks for this awesome DevBlog! It covers what I missed in the last DevBlogs: Behind-the-scene insides in form of pseudo code. I really enjoyed this one and I am looking forward to seeing more of this kind.
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Alexeph Stoekai
Stoekai Corp
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Posted - 2010.12.11 15:43:00 -
[11]
Originally by: TeaDaze Masterplan, best plan
qft -----
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Julian Assagne
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Posted - 2010.12.11 15:50:00 -
[12]
Dev Blog with Graphs = Win.
-Julian Assagne CEO of EVELeaks
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Orkanen
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Posted - 2010.12.11 15:55:00 -
[13]
This was great. It's always nice to get some insight into why the game behaves the way it does. Also, programmer war stories are good stuff.
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Skuggis
Systembolaget
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Posted - 2010.12.11 15:56:00 -
[14]
Good job! I find information like this to be super interesting, keep it coming.
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DmitryEKT
Point of No Return Waterboard
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Posted - 2010.12.11 15:56:00 -
[15]
Glad you managed to fix this. Now fix the drake. If it wasn't so OP compared to other BCs for these blobfests it wouldn't have been an issue in the first place.
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static zero
Minmatar Power of the Phoenix
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Posted - 2010.12.11 15:57:00 -
[16]
How time-consuming are the operations to acquire data about balls in the field? Could some of the data be acquired asynchronously?
Great stuff, thanks for sharing :D
-static
-static zero |
Marchocias
Snatch Victory
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Posted - 2010.12.11 15:57:00 -
[17]
Who's the man?
Masterplan! ---- I belong to Silent Ninja (Hopefully that should cover it). |
Salpun
Gallente Paramount Commerce
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Posted - 2010.12.11 16:01:00 -
[18]
The new fight on lag page places the smooth fleet fight limit at 600. What it does not say is if that is on a reinforced blade or not. Could you tell us? And the limit on the other blade type? Also with these new changes can you push that higher or do you have to have an actual fight on TQ that is with in standerd ie no lag to justify moving the number to the right.
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Dunpeal
Caldari Caldari Provisions
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Posted - 2010.12.11 16:05:00 -
[19]
Edited by: Dunpeal on 11/12/2010 16:05:39
Originally by: DmitryEKT Glad you managed to fix this. Now fix the drake. If it wasn't so OP compared to other BCs for these blobfests it wouldn't have been an issue in the first place.
Actually it is my opinion that it is quite the opposite, without the obvious fame of the one ship (regardless of wich), this particular event that resulted in this fix, would've lacked that catalyst to put all into motion, wich stands to reason to question if the bottleneck would've been so easy as identified or even called to atention to search for that one needle in the humungous haystack that is eve's code.
So overall eve is now better, BECAUSE of the supposed overpoweredness of that one ship, so i gues... be thankfull for it. -------------------------------------------------
My Past, my destiny... |
Jason Edwards
Internet Tough Guy Spreadsheets Online
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Posted - 2010.12.11 16:09:00 -
[20]
Just be honest... the server code is all in pseudo code and thats why its so bad? ------------------------ To make a megathron from scratch, you must first invent the eve universe.
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Motriek
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Posted - 2010.12.11 16:12:00 -
[21]
Since a copy of the serialized data is now being sent to all clients, do we (clients/observers) still see personalized transversal figures on our overview? Transversal (radians/sec) differs for every observer.
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Gnulpie
Minmatar Miner Tech
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Posted - 2010.12.11 16:12:00 -
[22]
Wooooooot!
Awesome stuff.
And presented in an even better way. That is just great.
*applauds* Well done Team Gridlock and CCP Masterplan!
(The original loop was a bit silly though ) |
ElfeGER
Deep Core Mining Inc.
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Posted - 2010.12.11 16:15:00 -
[23]
nice improvement :)
is that SinglecastByClientID full CPU usage or more network delay while pushing the updates to the proxies?
are the GUI guys also using the profiler now? (the overview window in large fleets needs some love)
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Kesi Raae
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Posted - 2010.12.11 16:16:00 -
[24]
Does this mean we can bring twice as many Drakes to fights, now?
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CCP Masterplan
C C P Alliance
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Posted - 2010.12.11 16:19:00 -
[25]
Originally by: static zero How time-consuming are the operations to acquire data about balls in the field? Could some of the data be acquired asynchronously?
Individually, querying this data isn't too expensive. It does add up though if we need to query the data lots of times in the same frame. That's why I added the single-frame cache: If we need to look up some ball info for multiple observers, the first one will cause the value to be fully looked-up/calculated, and subsequent requests will pull the results from the cache. As I mentioned, this was more of a problem when one fleet warps into another. In these cases, I was seeing a cache hit:miss ratio of 50,000:1 (I'm talking about the ball-state cache here, not the CPU cache) This is less of a problem (and so less of a saving) in non-warp situations.
Originally by: Salpun The new fight on lag page places the smooth fleet fight limit at 600. What it does not say is if that is on a reinforced blade or not. Could you tell us? And the limit on the other blade type? Also with these new changes can you push that higher or do you have to have an actual fight on TQ that is with in standerd ie no lag to justify moving the number to the right.
Those numbers are based on a reinforced node. On a regular node, if all the other systems are empty, it will be almost the same as a reinforced node. It is impossible to say what a regular node will support in normal operation, as it all depends on what is happening in the other systems it is currently hosting.
At the moment that marker based on load graphs, player feedback, simulations and some trend-analysis. Quantifying 'gameplay quality' is somewhat impossible. However we're currently developing some more tangible metrics, such as 'How many modules are cycling on a node' and 'Module activation delay'. Depending on how reliably these correlate with actual gameplay experience, we might even publish these for everyone to see at some point. However this is all rather experimental at this point, so I'm not promising anything -- Team Gridlock: Herding electronic cats since 2010 |
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CCP Masterplan
C C P Alliance
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Posted - 2010.12.11 16:26:00 -
[26]
Originally by: ElfeGER nice improvement :)
is that SinglecastByClientID full CPU usage or more network delay while pushing the updates to the proxies?
are the GUI guys also using the profiler now? (the overview window in large fleets needs some love)
Thanks! SinglecastByClientID is still full CPU burn doing serialisation/addressing right now. Reducing this is somewhere on our list (roughly sorted by gain/effort) The actual IO interaction is handled asynchronously by stacklessIO. Telemetry was initially integrated into the client for just this sort of thing. When Gridlock saw a preview of it, it was very much a case of "WANT ON SERVERS NOW PLEASE!" -- Team Gridlock: Herding electronic cats since 2010 |
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DeftCrow Redriver
Gallente Best Path Inc.
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Posted - 2010.12.11 16:30:00 -
[27]
Originally by: TeaDaze Masterplan, best plan
Woohoo!
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Ebisu Kami
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Posted - 2010.12.11 16:34:00 -
[28]
Originally by: CCP Masterplan [...]
Did you guys notice that, according to the graphs, the "Missiles - Inventory and Damage"-part of the load increased by roughly 12% from old to new?
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Gant Grief
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Posted - 2010.12.11 16:35:00 -
[29]
Hehe, pseudocode
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Perkuno Sunus
Gallente Unicorn Enterprise Rooks and Kings
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Posted - 2010.12.11 16:35:00 -
[30]
Edited by: Perkuno Sunus on 11/12/2010 16:34:58 Both of your articles were very interesting/awesome! They gave a bit of insight how things work internally. It's always interesting to see, how things were, and what kind of optimizations can be applied or trade-offs chosen from in a specific area to achieve the desired result. And of course, most importantly - the observable improvement. I hope this is not the last blog of this kind. Thank you.
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