| Pages: 1 2 3 4 5 [6] 7 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Danfen Fenix
Vita Aequitas Veritas The Paganism Alliance
75
|
Posted - 2012.05.13 10:05:00 -
[151] - Quote
Jorma Morkkis wrote:Lord Zim wrote:Oh, really? That's funny, the longest I've had to wait in a 10% dilated system was less than a minute. Granted, that was nullsec, but I doubt the code for moving your brain from one node to another is any different depending on security status. This is abit strange. I even click Undock every now and then just in case request got lost somewhere.
Well that wont be helping, as you're sending a new request every time you do that (and possibly? cancelling your old request) 
Press it once, and go make some tea or something, mayby read a book? Heck, read about TiDi in the meantime, you might learn something  |

TWHC Assistant
52
|
Posted - 2012.05.13 10:06:00 -
[152] - Quote
Ranger 1 wrote:I almost forgot, on the "early warning system" nonsense...
It is not (and was never intended to be) a way to convince players to stop doing what they are doing because they are causing lag.
TiDi enables play to continue despite high lag conditions.
Quite a different thing. No, not a different thing, only a different view. You can ignore the warning of course and push TiDi all the way. |

Tippia
Sunshine and Lollipops
6685
|
Posted - 2012.05.13 10:11:00 -
[153] - Quote
TWHC Assistant wrote:No, not a different thing, only a different view. GǪexcept that it's a different thing. A warning is meant to, you know, warn you. TiDi just measures things and tells you that the server is handling it.
Quote:You can ignore the warning of course and push TiDi all the way. Since that's the whole reason for having TiDi, people will indeed push it.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Find more rants over at Tippis' Rants. |

JitaPriceChecker2
State War Academy Caldari State
129
|
Posted - 2012.05.13 10:12:00 -
[154] - Quote
Better this than black screen |

Lord Zim
Bat Country Goonswarm Federation
648
|
Posted - 2012.05.13 10:16:00 -
[155] - Quote
Jorma Morkkis wrote:Lord Zim wrote:Oh, really? That's funny, the longest I've had to wait in a 10% dilated system was less than a minute. Granted, that was nullsec, but I doubt the code for moving your brain from one node to another is any different depending on security status. This is abit strange. I even click Undock every now and then just in case request got lost somewhere. If that is the case, then I guess you should send a bugreport to CCP, because the most lag I ever saw during that entire fight was right as it fired off, where my guns wouldn't recognize that they'd finished cycling for, oh I dunno, 10-15 seconds. Other than that the lag itself was negiligible.
Danfen Fenix wrote:Well that wont be helping, as you're sending a new request every time you do that (and possibly? cancelling your old request)  Press it once, and go make some tea or something, mayby read a book? Heck, read about TiDi in the meantime, you might learn something  Nope, that's exactly what TiDi is supposed to alleviate.
TWHC Assistant wrote:Ranger 1 wrote:I almost forgot, on the "early warning system" nonsense...
It is not (and was never intended to be) a way to convince players to stop doing what they are doing because they are causing lag.
TiDi enables play to continue despite high lag conditions.
Quite a different thing. No, not a different thing, only a different view. You can ignore the warning of course and push TiDi all the way. No, no it really isn't a different view, and it really isn't a warning. |

Onictus
Silver Snake Enterprise Against ALL Authorities
118
|
Posted - 2012.05.13 10:22:00 -
[156] - Quote
TWHC Assistant wrote:Ranger 1 wrote:I almost forgot, on the "early warning system" nonsense...
It is not (and was never intended to be) a way to convince players to stop doing what they are doing because they are causing lag.
TiDi enables play to continue despite high lag conditions.
Quite a different thing. No, not a different thing, only a different view. You can ignore the warning of course and push TiDi all the way.
No not really.
I've been in a couple fights where multiple thousand ships were zinging around, fights happening on multiple grids ect. TiDi peaks when fleets are entering or leaving the system, once everyone that is there is there, if drops a bit. You want to see TiDi jump through the ceiling, get 7-800 heads gate crashing (yes, it happens) INSTANT 10% even though you may have just left system with 900 ships ducking it out....that was sitting on 75-80% TiDi
...and to be fair TiDi isn't lag though the effect is similar, lag sucks....modual may or may not turn on and off, auto-repeat may or may not work things happen in the wrong order while the server getting things lost in all of the throttling, it suck.
TiDi is simply slowing the logical node so that lag doesn't actually manifest, everything happens, as ordered, in the RIGHT order, the client is simply going slower so that they server doesn't crash. There is a distinct difference, lag is actually latency, the server gets crushed and it takes longer and longer to function is the processor throttle under the load. TiDi is changing the apparently speed so on the client side more things can happen between client updates.
Yes, its a bandaid, but dynamic loadsharing for real time applications is EXTREMELY difficult. I'm sure they are working on it......so are a LOT of other people. |

TWHC Assistant
52
|
Posted - 2012.05.13 10:25:00 -
[157] - Quote
No. Your client often has to wait for a response and cannot send further requests until the server has processed the previous requests. Thus the requests send by the client are slowing down, meaning, the client is sending less requests.
Tippia wrote:No. There is no GÇ£stillGÇ¥ about it. Yes, you, the player, are still being slowed down regardless if you are experiencing real lag or TiDi. The node can only process so many client requests.
Tippia wrote:It slows down the simulation running on the node, yes. I am still talking of the node's ability to process requests.
Tippia wrote:It has pretty much none of the effects of lag If you cannot understand it this way then ask yourself if the node has gotten faster in its ability to process requests when TiDi is active.
Tippia wrote:No. It slows down the server's simulation and syncs up the client's simulation so it does the same. It doesn't warn anyone since, on the client side, it's just a real-to-simulated-time-ratio meter. Again, it's still real lag. TiDi just removes the nasty effects of it by ensuring that the server doesn't get completely lost in that high-lag environment. This is what managing means. And servers do not get lost. They can be found in the server room unless someone took them. |

Onictus
Silver Snake Enterprise Against ALL Authorities
118
|
Posted - 2012.05.13 10:27:00 -
[158] - Quote
Wow...
Talk about getting the bit in the teeth. |

TWHC Assistant
52
|
Posted - 2012.05.13 10:30:00 -
[159] - Quote
Onictus wrote:No not really.
Lord Zim wrote:No, no it really isn't a different view, and it really isn't a warning. You are free to ignore it. It still warns you about your game slowing down. If you enjoy it or find it pretty is entirely up to you. Maybe you are slow and the game has got too many buttons for you and like a slower game. Everyone is different. I see it as a warning system. |

Jake Warbird
Republic Military School Minmatar Republic
1116
|
Posted - 2012.05.13 10:32:00 -
[160] - Quote
Posting in a stealth Nerf Goons thread. |

Lord Zim
Bat Country Goonswarm Federation
648
|
Posted - 2012.05.13 10:33:00 -
[161] - Quote
TWHC Assistant wrote:No. Your client often has to wait for a response and cannot send further requests until the server has processed the previous requests. Thus the requests send by the client are slowing down, meaning, the client is sending less requests. Wait, what? My client has to wait for a response because of TiDi? Since when?
TWHC Assistant wrote:Yes, you, the player, are still being slowed down regardless if you are experiencing real lag or TiDi. The node can only process so many client requests. That's not lag.
TWHC Assistant wrote:I am still talking of the node's ability to process requests. And that's still not lag.
TWHC Assistant wrote:If you cannot understand it this way then ask yourself if the node has gotten faster in its ability to process requests when TiDi is active. That has nothing to do with lag. Slowing down the server-side simulation reduces lag. |

Lord Zim
Bat Country Goonswarm Federation
648
|
Posted - 2012.05.13 10:34:00 -
[162] - Quote
TWHC Assistant wrote:Onictus wrote:No not really. Lord Zim wrote:No, no it really isn't a different view, and it really isn't a warning. You are free to ignore it. It still warns you about your game slowing down. If you enjoy it or find it pretty is entirely up to you. Maybe you are slow and the game has got too many buttons for you and like a slower game. Everyone is different. I see it as a warning system. It's not a warning system. It's not lag. You're still dumb. |

Onictus
Silver Snake Enterprise Against ALL Authorities
118
|
Posted - 2012.05.13 10:35:00 -
[163] - Quote
TWHC Assistant wrote:Onictus wrote:No not really. Lord Zim wrote:No, no it really isn't a different view, and it really isn't a warning. You are free to ignore it. It still warns you about your game slowing down. If you enjoy it or find it pretty is entirely up to you. Maybe you are slow and the game has got too many buttons for you and like a slower game. Everyone is different.
Its not a warning, its a response.
So far as I know the server hasn't crashed from a really big fight since TiDI came online, so in that regard its working pretty well. Now remember, CCP CAN'T reinforce a node with the server online, it has to happen during downtime, so If you can't provide pre-downtime warning, TiDi for many systems is what you are going to get. The way the cluster works is that each blade is running 70 (I think they said) systems. So when I fight happens in 1 system a bunch of others are affected performance wise.
Those systems aren't geographically related in game, they may be two systems apart, they may be two regions apart.
Jita doesn't "bleed over" because its always on its own node, likewise when you can give them warning they have a "super node" for the system that the fight happens in. |

TWHC Assistant
52
|
Posted - 2012.05.13 10:45:00 -
[164] - Quote
Lord Zim wrote:Wait, what? My client has to wait for a response because of TiDi? Since when? No, you have to wait. TiDi slows down time.
Lord Zim wrote:That has nothing to do with lag. Slowing down the server-side simulation reduces lag. This is what it has to do with lag. |

Lord Zim
Bat Country Goonswarm Federation
648
|
Posted - 2012.05.13 10:52:00 -
[165] - Quote
TWHC Assistant wrote:Lord Zim wrote:Wait, what? My client has to wait for a response because of TiDi? Since when? No, you have to wait. TiDi slows down time. So what you're saying is, a warp taking longer is "lag"?
TWHC Assistant wrote:Lord Zim wrote:That has nothing to do with lag. Slowing down the server-side simulation reduces lag. This is what it has to do with lag. So tidi is bad because it reduces lag.
Huh. |

Francisco Bizzaro
104
|
Posted - 2012.05.13 10:52:00 -
[166] - Quote
TWHC Assistant wrote:Lord Zim wrote:Wait, what? My client has to wait for a response because of TiDi? Since when? No, you have to wait. TiDi slows down time. Lord Zim wrote:That has nothing to do with lag. Slowing down the server-side simulation reduces lag. This is what it has to do with lag. It's not lag. It's a re-definition of the Eve clock tick.
Imagine that when they designed Eve, they had decided the Eve clock should tick 10 times slower than it currently does. Everything would happen 10 times as slowly, but you wouldn't call it lag. It's just that the servers would be working at a very relaxed pace and under-utilized most of the time. With TiDi, they've added the ability to re-define time dynamically. |

TWHC Assistant
52
|
Posted - 2012.05.13 10:55:00 -
[167] - Quote
Onictus wrote:Its not a warning, its a response. Most warnings are a response.
You may wonder what a road sign for a train crossing is a response to. It is a response to people not wanting to get others killed by trains and so they put up a sign to warn you of crossing trains. It does not mean that everyone will get killed who crosses the track. You may see a no-parking sign as a punishment, but it really is a warning for you not to park there. You can try to park there for a short time and may not get a fine. Same with TiDi. It warns you about the node getting close to its limit. You are not really in control of who else enters a system and so may decide to leave it.
It is only smart to take it as a warning. You may not be part of a fight in which case you would only do others, who are fighting, a favour by leaving the system. |

Ptraci
3 R Corporation The Irukandji
500
|
Posted - 2012.05.13 10:58:00 -
[168] - Quote
Gorenaire wrote:was travelling from Caldari space through Gallente and TiDi just makes the game absolutely unplayable , its takes 5 minutes to jump from 1 system to another
TiDi @ 10 for at least a dozen system i went through, it takes ages to move anywhere
To fix battle lag in 0.0, people nowhere near those systems have to lag to hell as well ?? thats the point of this solution ?
There is a fix of course it involves putting every single system on its own blade server, however I don't think you will enjoy the $500/month subscription fee. |

Lord Zim
Bat Country Goonswarm Federation
648
|
Posted - 2012.05.13 10:58:00 -
[169] - Quote
TWHC Assistant wrote:Onictus wrote:Its not a warning, its a response. Most warnings are a response. You may wonder what a road sign for a train crossing is a response to. It is a response to people not wanting to get others killed by trains and so they put up a sign to warn you of crossing trains. It does not mean that everyone will get killed who crosses the track. You may see a no-parking sign as a punishment, but it really is a warning for you not to park there. You can try to park there for a short time and may not get a fine. Same with TiDi. It warns you about the node getting close to its limit. You are not really in control of who else enters a system and so may decide to leave it. It is only smart to take it as a warning. You may not be part of a fight in which case you would only do others, who are fighting, a favour by leaving the system. So the gates to a system with TiDi enabled tells me that I'm about to jump into a system which is on the same node as a system where there's a big fight going on? |

Onictus
Silver Snake Enterprise Against ALL Authorities
118
|
Posted - 2012.05.13 11:06:00 -
[170] - Quote
Lord Zim wrote:TWHC Assistant wrote:Onictus wrote:Its not a warning, its a response. Most warnings are a response. You may wonder what a road sign for a train crossing is a response to. It is a response to people not wanting to get others killed by trains and so they put up a sign to warn you of crossing trains. It does not mean that everyone will get killed who crosses the track. You may see a no-parking sign as a punishment, but it really is a warning for you not to park there. You can try to park there for a short time and may not get a fine. Same with TiDi. It warns you about the node getting close to its limit. You are not really in control of who else enters a system and so may decide to leave it. It is only smart to take it as a warning. You may not be part of a fight in which case you would only do others, who are fighting, a favour by leaving the system. So the gates to a system with TiDi enabled tells me that I'm about to jump into a system which is on the same node as a system where there's a big fight going on?
No it means nothing. The system may be 10% TiDi and the fight is on the other side of the map.
Last time I caught a random TiDi I was in Khanid or something and it was the Goons and Raiden fighting in Tenal. The fact that there is TiDI just means there is a fight happening, the warning is a local count at like 300. If there is a fight next door the system you are sitting in isn't necessarily affected. The systems on a node are not arranged to be connected. |

TWHC Assistant
52
|
Posted - 2012.05.13 11:08:00 -
[171] - Quote
Lord Zim wrote:So what you're saying is, a warp taking longer is "lag"? Sort of. It is the same, but it is not identical. To get from A to B during real lag with everything taking 30 minutes to respond is the same as looking at the warp animation during TiDi for 30 minutes. It still takes 30 minutes to get from A to B.
Instead of having a real lag, caused by the node's inability to process all requests are the clients being slowed down in order to send less requests. The difference between a real lag and an artificial lag is simply a technical one where the real lag is caused by hardware limits and the artificial lag is caused by a limiting software.
TWHC Assistant wrote:So tidi is bad because it reduces lag. No. It is better than a disconnect, but it is only a work-around and when players do not take it as a warning is it of little use. Better would be to have faster hardware. |

Francisco Bizzaro
104
|
Posted - 2012.05.13 11:16:00 -
[172] - Quote
TWHC Assistant wrote:Lord Zim wrote:So what you're saying is, a warp taking longer is "lag"? Sort of. It is the same, but it is not identical. To get from A to B during real lag with everything taking 30 minutes to respond is the same as looking at the warp animation during TiDi for 30 minutes. It still takes 30 minutes to get from A to B. Instead of having a real lag, caused by the node's inability to process all requests are the clients being slowed down in order to send less requests. The difference between a real lag and an artificial lag is simply a technical one where the real lag is caused by hardware limits and the artificial lag is caused by a limiting software. Lag only has a meaning in reference to the software, because the software defines the clock tick which defines when events are judged to be "simultaneous". As long as the processor can do what it needs to do within that timeframe, there is no lag.
If it can't, then the operation queue *lags* behind the clock.
If, however, you fix the clock so that it always stays ahead of the operation queue, you have eliminated lag - the operations can be processed "simultaneously" within the clock resolution of the simulation.
Lag has nothing to do with slowing down. |

Onictus
Silver Snake Enterprise Against ALL Authorities
118
|
Posted - 2012.05.13 11:16:00 -
[173] - Quote
TWHC Assistant wrote:TWHC Assistant wrote:So tidi is bad because it reduces lag. No. It is better than a disconnect, but it is only a work-around and when players do not take it as a warning is it of little use. Better would be to have faster hardware.
There IS no better hardware, I work in the industry, and I will tell you right now, that HS22 blades are beasts, their only weak point is the northbridge which causes a bottleneck getting the 100GE interfaces ...that is literally it. These things are dual 8 core xenons with like 12gigs of ram per proc. These things cost 8 grand a pop JUST for the blade and 14 go in a chassis.
Each chassis racks in at about $20,000 without power supplies or network switches. The onboard switches run 12 large and each chassis can handle 8 of various types, from simple ethernet to 100GigE.
The "super node" is THE FASTEST commercially available enterprise level server on the market.
The only way to cluster performance would be single server every system, which besides being RIDICULOUSLY expensive and I mean US military ridiculously expensive, the power bill alone for running that many servers would likely eclipse what the company makes a month. |

Lord Zim
Bat Country Goonswarm Federation
648
|
Posted - 2012.05.13 11:17:00 -
[174] - Quote
TWHC Assistant wrote:Lord Zim wrote:So what you're saying is, a warp taking longer is "lag"? Sort of. It is the same, but it is not identical. To get from A to B during real lag with everything taking 30 minutes to respond is the same as looking at the warp animation during TiDi for 30 minutes. It still takes 30 minutes to get from A to B. Yeah, that's not lag, that's just slowing down time, much like changing the speedlimit of a highway to actually increase flow/throughput isn't lag.
TWHC Assistant wrote:Instead of having a real lag, caused by the node's inability to process all requests are the clients being slowed down in order to send less requests. The difference between a real lag and an artificial lag is simply a technical one where the real lag is caused by hardware limits and the artificial lag is caused by a limiting software. The clients are able to send just as many requests as they'd like, the difference is that they're being processed in a more timely manner instead of being queued up, so the server can tell the client "yes, you've told me that already, stop nagging".
TWHC Assistant wrote:No. It is better than a disconnect, but it is only a work-around and when players do not take it as a warning is it of little use. Better would be to have faster hardware. Stop harping on about it being a warning system. It isn't a warning system, I do not get a warning before I jump in to a system that the node the system on is heavily loaded, so it's neither a warning system, nor is it particularly early.
You harping on about "well it would be better if the players took it as a warning to commit fewer people so the experience would be better" shows that you're hilariously out of touch with what EVE is all about. What's next, are you going to demand that CCP add in code which kicks in whenever TiDi kicks in, and randomly moves people from both (or all 3, or 4, or 5) sides of a fight until we get down to a sufficient number of people so as to not cause TiDi, because there's a chance that some poor, poor hisec whiner might have to spend a bit more time warping from point to point?
And the bit about "just throw faster hardware at it" comment shows that you have literally no clue how to actually do scalable software. |

kakmonstret
Domain Mining and Trading Corp
8
|
Posted - 2012.05.13 11:21:00 -
[175] - Quote
Uhhmm fun thread....
I might have misunderstood this completely but isn't the idea behind TiDi to no slow down request resolving but slowdown the simulation.
So in essence the server uses more time to respond to request instead of recalculating the location of all ships and such things?
So all your requests are handled in time as they should. To do this it uses less time to update the simulation calculating positions, movements and events(such as missile explosions).
To do this the server simple does the simulation calculation less frequent. At normal time the server runs the simulation calculation 1 time every second I think. With TiDi it does this less and less often up to some point.
The result is that all the things you see goes slower but you requests are handled in time.
I think I said the same as most other people but maybe with a few different words, hope it helps someone.... |

Onictus
Silver Snake Enterprise Against ALL Authorities
118
|
Posted - 2012.05.13 11:25:00 -
[176] - Quote
kakmonstret wrote:Uhhmm fun thread....
I might have misunderstood this completely but isn't the idea behind TiDi to no slow down request resolving but slowdown the simulation.
So in essence the server uses more time to respond to request instead of recalculating the location of all ships and such things?
So all your requests are handled in time as they should. To do this it uses less time to update the simulation calculating positions, movements and events(such as missile explosions).
To do this the server simple does the simulation calculation less frequent. At normal time the server runs the simulation calculation 1 time every second I think. With TiDi it does this less and less often up to some point.
The result is that all the things you see goes slower but you requests are handled in time.
I think I said the same as most other people but maybe with a few different words, hope ti helps someone....
More or less.
At full speed the server updates the clients once a second. The procs themselves are aren't changing speed, they are running WFO, what IS changing is how fast they are updating the clients. So the Client goes slower, but everything actually happens, opposed to things being bumped out of queued processes and not happening at all or exhibiting random undesirable behaviors. |

TWHC Assistant
52
|
Posted - 2012.05.13 11:26:00 -
[177] - Quote
Lord Zim wrote:So the gates to a system with TiDi enabled tells me that I'm about to jump into a system which is on the same node as a system where there's a big fight going on? Possibly, but I do not now all the details and have to deduct from what I see. What I see is that not all of EVE gets to see the message and so it has to be restricted to some systems. OP has seen TiDi on a travel route, which at the time had 50-80 players in them. The map did not show a high count of destroyed ships for these systems but in two nearby systems. |

Tippia
Sunshine and Lollipops
6685
|
Posted - 2012.05.13 11:35:00 -
[178] - Quote
TWHC Assistant wrote:OP has seen TiDi on a travel route, which at the time had 50-80 players in them. The map did not show a high count of destroyed ships for these systems but in two nearby systems. GǪbecause they were on the same node and thus subject to the same TiDi. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Find more rants over at Tippis' Rants. |

Lord Zim
Bat Country Goonswarm Federation
649
|
Posted - 2012.05.13 11:38:00 -
[179] - Quote
TWHC Assistant wrote:Lord Zim wrote:So the gates to a system with TiDi enabled tells me that I'm about to jump into a system which is on the same node as a system where there's a big fight going on? Possibly, but I do not now all the details and have to deduct from what I see. What I see is that not all of EVE gets to see the message and so it has to be restricted to some systems. OP has seen TiDi on a travel route, which at the time had 50-80 players in them. The map did not show a high count of destroyed ships for these systems but in two nearby systems. Exactly, you don't know most (or maybe even any) of the details, and your deductions are incorrect, inaccurate and wrong.
When tidi kicks in, chances are the fight is either getting underway, or is just starting. Tidi then stays on (with varying levels of dilation) for as long as it is required. There are no indications about what's going to happen whatsoever until the fight does start, so it's not a warning, and it certainly isn't early. What it is, is a graphical feedback to the users why things are suddenly going slower than they might otherwise expect. The only function the tidi progress thingy serves is to soothe the nerves of raging fat neckbeards who might otherwise foam at the mouth at CCP for not making their game work properly, much like they would if they were downloading a file and they got no indication as to the speed of the download or how much was left.
It certainly isn't a "well guys, it looks like you might be putting some strain on a server, better choose who are worthy to stay and decide the outcome of this random battle #423478234. Please be honourable." warning, which you seems to think it is, for some reason. |

Zagdul
Clan Shadow Wolf Fatal Ascension
670
|
Posted - 2012.05.13 11:56:00 -
[180] - Quote
@TWHC Assistant
Lets use a traffic analogy with magnets and science.
Pretend a car = packet or a request.
Scenerio one year ago:
Thousands of cars travel down a 5 lane freeway and right before the bridge to get over the river, that freeway would bottleneck into 3 lanes.
A year ago, Tranquility had no speed limits on the freeway leading up to that bottleneck. So, when the cars got to that bottleneck, they'd crash. When they crashed, some NEVER got over the bridge. Those cars that never got over the bridge represent lag and forgotten requests.
Those cars... got lagged.
Today:
CCP decided to implement a speed limit, however not just any speed limit, they installed awesome magnets of science under the road that force all the cars on the road to slow down. The strength of the magnets are based on the traffic on the road many miles (or kilometers) before the bridge. The more traffic, the stronger the magnets get.
Now, all the cars get to the bridge in an orderly, spread out fashion and everyone gets to their destination. Without being left behind. Without lag.
It's not rocket surgery. |
| |
|
| Pages: 1 2 3 4 5 [6] 7 :: one page |
| First page | Previous page | Next page | Last page |