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Thread Statistics | Show CCP posts - 1 post(s) |
Jart
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Posted - 2007.03.29 15:48:00 -
[1]
Last night I had a fantastic fleet battle outide a station in a 0.2 system. Well at least I did for half of it. To start with the battle was Eve at its best. We engaged the opposition and were able to fight to our full potential with 50+ people involved, even deploying drones was not causing any problems. The battle was fast and furious. Half-way through though lag kicked in and our whole fleet was reduced to a few frames a second making the fight almost impossible. This was only the start of the lag problems though. Soon we were down to 3,4 even 5 MINUTES per frame. This obviously meant we could do virtually nothing. So we tried to log out and return. Logging out took forever but was possible. However when people returned they managed to get a reasonable frame rate even though those that had not managed to log out were still getting massive lag. So, my questions are - why would we get lag only after half the battle despite the fact that at that point there were far less ships involved then at the beginning? In fact the worst lag was when the looting was attempted and no fighting was occuring. Secondly, why would returning players who had relogged get a better frame rate if the server was time-slicing equally? On the positive side, the node never went down
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Vallista
Gallente Gold River Corporation
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Posted - 2007.03.29 15:52:00 -
[2]
I don't know didly about programming, but I've always felt that it seemed like a buffer filling up with lag in missions and heavy traffic areas like battles.
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Calamitty
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Posted - 2007.03.29 15:53:00 -
[3]
really good question id like to hear the answers of some of the more computer savy people.
all i know is packet loss and speed of transfer but i think the situation you described is far more complicated
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Timmeh 2000
Forum Moderator Interstellar Services Department
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Posted - 2007.03.29 15:54:00 -
[4]
Wiki definition.
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I'mA Geezer
Friends Of Derek
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Posted - 2007.03.29 16:17:00 -
[5]
Well, server side lag as I'd define the term is generally caused by the server having to keep all clints informed about every item on the same grid.
Imagine one node that is doing nothing else.
2 ships = 2 combination (ship 1 must be told about ship 2, and ship 2 must be told about ship 1) 3 ships = 3 combinaions (ship 1 .. 2&3, ship 2 .. 3&1, ship 3 .. 2&1)
That extrapolates to:
50 ships = 1225 combinations 100 ships = 4950 combinations 250 ships = 31125 combinations 251 ships = 31375 combinations ... 1000 ships = 499500 combinations
So you can see once the server CPU load would begin to "top out" then each additional ship adds significantly to the load.
In your case, no real idea as to why it suddenly slowed down, unless your node was already pushing maximum usage, and another system sharing the node became busier. The players have no way of knowing what else is sharing your node, so it's impossible for us to verify this.
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Jart
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Posted - 2007.03.29 16:18:00 -
[6]
OK let me be clearer. I can understand lag when the server is under stress but why was the lag behaving in the way it was? I.e. When LESS activity was happening and not for people who had relogged.
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Hydraxian
Gallente Infinitus Odium
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Posted - 2007.03.29 16:23:00 -
[7]
The thing i dont really understand is the linkage between "lag" and FPS, how come having so many more people on screen/in fight affects FPS so much when afaik most of the positional/action data is all handled by the servers.
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Fren Mallow
Gallente Bluestar Enterprises
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Posted - 2007.03.29 16:30:00 -
[8]
Originally by: Hydraxian The thing i dont really understand is the linkage between "lag" and FPS, how come having so many more people on screen/in fight affects FPS so much when afaik most of the positional/action data is all handled by the servers.
Sounds like: Much room for improvement for the NEED FOR SPEED INITIATIVE on client side.. .
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Oblom
Minmatar Sebiestor tribe
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Posted - 2007.03.29 16:45:00 -
[9]
I think link between FPS and lag is quite simple. It's in client design. It's just won't update any info on the screen untill it recieves complete information from the server.
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Jart
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Posted - 2007.03.29 17:33:00 -
[10]
When I am stating frames per second, I did not actually check what speed the client was running. It may well have been doing 50 frames per second, but if the frames are all showing the same information it looks like your computer has frozen (apart from the mouse moves). What I am stating is the net affect on the screen i.e. the screen updated with new information at the worst point measurable in minutes. It is possible the node we had experienced a sudden stress from some other activity from another system that we were unaware of, but don't the nodes try and balance the stress by splitting up regions onto different nodes? The second question is the one I would most like answering if relogging improves your updates, then surely there is something that is happening on the client that should not be?
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OverKill
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.03.29 17:40:00 -
[11]
I have noticed this myself, during recent weeks, in highly populated areas.
Take a look at Caldari space. Some areas are almost impossible to do missions in and thats with maybe 20-30 NPC ships. Hell just moving can be frusterating in these areas.
Its only been the last few weeks though. Server meltdowns?
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Building With Tomorrow's Technology, Today! Hadean Drive Yards |
Malcolm Gerwulf
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Posted - 2007.03.29 18:22:00 -
[12]
Forgive me if I am oversimplifying things, but in my experience people typically use the work "lag" to describe two seperate effects:
1. Network Latency - This can be caused by packet loss, slow response times, or any other type of network irregularrity. Having a high ping is the classic symptom of this problem.
2. FPS - When your computer doesn't have adequate resources to run the client, you will experience choppy animation and slow framerate updates. I don't really know what kind of hardware this game requires to run at full speeds, but in general I would think if you experience framerate slowdown in NPC missions you can expect large-scale PvP battles to be as bad or worse. |
Maam
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Posted - 2007.03.29 18:26:00 -
[13]
Originally by: Jart It is possible the node we had experienced a sudden stress from some other activity from another system that we were unaware of, but don't the nodes try and balance the stress by splitting up regions onto different nodes? The second question is the one I would most like answering if relogging improves your updates, then surely there is something that is happening on the client that should not be?
Answering your #1, I think it happens at downtime based on stats of the previous day. I'm 99% sure it isn't dynamic.
#2 - Yes, that does sound wrong to me. Memory leak or something?
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