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Thread Statistics | Show CCP posts - 8 post(s) |
Dierdra Vaal
Caldari Veto. Veto Corp
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Posted - 2011.06.16 18:19:00 -
[31]
Originally by: CCP Masterplan
Originally by: Trebor Daehdoow IBC, Nice job, and why haven't you fixed lag?
Why am I fixing lag when I could be fixing lag? ;)
masterplan best plan
Veto #205 * * * Director Emeritus at EVE University * * * CSM1 delegate, CSM3 chairman and CSM5 vice-chairman
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Vile Zurk
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Posted - 2011.06.16 18:21:00 -
[32]
"Refactoring to eliminate these links is still something we want to do, but there are other, lower-hanging fruit that can give us good bang-for-buck."
A dev blog on refactoring you did or will do would be hugely interesting, too. Thanks for this dev blog and the 8%.
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CCP Masterplan
C C P Alliance
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Posted - 2011.06.16 18:32:00 -
[33]
Originally by: Vile Zurk "Refactoring to eliminate these links is still something we want to do, but there are other, lower-hanging fruit that can give us good bang-for-buck." A dev blog on refactoring you did or will do would be hugely interesting, too. Thanks for this dev blog and the 8%.
You're welcome. We'll try to keep you updated on other interesting things we do as they happen, but in the meantime here's some of the ones we've done already in case you missed them first time around:
-- Team Gridlock: Herding electronic cats since 2010 Herding drunken players since FF 2011 |
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Vile Zurk
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Posted - 2011.06.16 18:48:00 -
[34]
Thanks, missed the Drakes of Destiny series. Looking for more goodness from your team. ;)
In any case, keep up the good work. Must be something to tweak an ever-mutating codebase.
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Shandir
Minmatar Brutor Tribe
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Posted - 2011.06.16 19:05:00 -
[35]
So, this time it really was
"CEveGame.Lag = false" -
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Ranger 1
Amarr Paragon Fury Cascade Imminent
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Posted - 2011.06.16 19:37:00 -
[36]
Originally by: MuppetsSlayed Edited by: MuppetsSlayed on 16/06/2011 16:13:54 Edited by: MuppetsSlayed on 16/06/2011 16:12:51 So let me get this straight....
Since you nerfed sanctums and made rats jamming harder - server side cpu per user has dropped by 8%.
And you believe this is because you have done well unravveling your own spagetti code and not that on average your users are logging in less and/or doing less within the game as you have made it less enjoyable than it was to play?
It must be nice to have the self confidence to speak with such authority on things you so obviously have no clue about.
Good work team!!! ===== The world will not end in 2012, however there will be a serious nerf to Planetary Interaction. |
Miyuki Yotaka
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Posted - 2011.06.16 19:42:00 -
[37]
Nice read.. :) Team Gridlock's devblogs are the ones I find the most interesting. I hope the topic for the next one will be "Fleetfights are now playable!"! ;)
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Mitchello
B O R G
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Posted - 2011.06.16 19:45:00 -
[38]
Originally by: Ranger 1
Originally by: MuppetsSlayed Edited by: MuppetsSlayed on 16/06/2011 16:13:54 Edited by: MuppetsSlayed on 16/06/2011 16:12:51 So let me get this straight....
Since you nerfed sanctums and made rats jamming harder - server side cpu per user has dropped by 8%.
And you believe this is because you have done well unravveling your own spagetti code and not that on average your users are logging in less and/or doing less within the game as you have made it less enjoyable than it was to play?
It must be nice to have the self confidence to speak with such authority on things you so obviously have no clue about.
Good work team!!!
Got to admit though, it is an interesting variable. I'm sure Gridlock is keeping track of these things, but it would be interesting to see whether or to what extent such game design changes have effect in these matters.
I'm not saying they were bad or good, that is a completely seperate discussion which I am sure will occupy capsuleers for another few thousand years =P It's just interesting, as the programmatic / mathematical side of the war on lag is a very important one, but - as mentioned before - it is but one angle of approach, of several required.
So when during these timespans there's stuff so to speak from these two angles, I find it interesting to see whether or what the relations are over time.
INCARNA. EXPERT HOUSING, QUARTER STYLE, New Eden's Blue Lagoon. Coming Soon.
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CCP Veritas
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Posted - 2011.06.16 19:55:00 -
[39]
Originally by: Miyuki Yotaka Nice read.. :) Team Gridlock's devblogs are the ones I find the most interesting. I hope the topic for the next one will be "Fleetfights are now playable!"! ;)
Run of the mill fleet fights are quite playable these days. The biggies (1000+) are still a bit lacking, but those aren't very common.
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Louis deGuerre
Gallente Malevolence. Imperial 0rder
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Posted - 2011.06.16 21:05:00 -
[40]
Edited by: Louis deGuerre on 16/06/2011 21:09:23 I am 8% more turned on than I was 10 minutes ago.
Tech blog are sooo smexy ----- Malevolence. is recruiting. Dive into the world of 0.0 !
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Klandi
Science and Trade Institute
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Posted - 2011.06.16 21:07:00 -
[41]
I appreciate the update and love the detail, thanks for an interesting read.
Would like to ask about the interaction the network traffic has increasing the effect of lag. I see how optimizing the code will provide the greatest increase in winning the war, but surely the TCP traffic is part of the battle plan and it's visibility is crucial in pointing out quick wins.
Will you be releasing details on how you are covering that area?
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CCP Masterplan
C C P Alliance
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Posted - 2011.06.16 21:27:00 -
[42]
Klandi - stay tuned. Who knows what interesting blogs might come out in the near future ;) -- Team Gridlock: Herding electronic cats since 2010 Herding drunken players since FF 2011 |
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Trebor Daehdoow
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Posted - 2011.06.16 21:37:00 -
[43]
Originally by: CCP Masterplan
Originally by: Trebor Daehdoow IBC, Nice job, and why haven't you fixed lag?
Why am I fixing lag when I could be fixing lag? ;)
Exactly. You've never explained this to my satisfaction. You come in and explain how you're fixing lag, and I keep thinking, "why are you explaining this to me when you could be fixing lag?"
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Forest Hill
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Posted - 2011.06.16 22:32:00 -
[44]
I miss my threadnaught. Why is there no threadnaught?
Good job team!
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Kadassh
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Posted - 2011.06.16 23:15:00 -
[45]
Great work guys. Its the simple stuff that can go a long way.
Want to see more of this.
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Tu Ko
Legio Geminatus Gentlemen's Agreement
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Posted - 2011.06.17 02:51:00 -
[46]
@Team Gridlock Thank you for your continued commitment to improve the game for all Eve Players.
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Har Harrison
Amarrian Retribution
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Posted - 2011.06.17 02:53:00 -
[47]
Originally by: MuppetsSlayed Edited by: MuppetsSlayed on 16/06/2011 16:13:54 Edited by: MuppetsSlayed on 16/06/2011 16:12:51 So let me get this straight....
Since you nerfed sanctums and made rats jamming harder - server side cpu per user has dropped by 8%.
And you believe this is because you have done well unravveling your own spagetti code and not that on average your users are logging in less and/or doing less within the game as you have made it less enjoyable than it was to play?
Was it maths, english comprehension or both you failed at school??? You even said in YOUR post "Since you nerfed sanctums and made rats jamming harder - server side cpu per user has dropped by 8%." (bolded the important part). You then then speak as if it was TOTAL CPU activity that was down due to less users logging in...
MuppetsSlayed = Muppet
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.06.17 05:08:00 -
[48]
Edited by: Tres Farmer on 17/06/2011 05:14:42
Originally by: CCP Masterplan in the Blog *snip* This is great. At first glance the desirable approach might be to move each component onto its own node, attempting to make gains via parallelism. However, for any solar system, these three components have always lived together on the same node. Over time they have grown roots into each other via other, non-monikered, components. As such, separating them out is a major undertaking. In effect, Ballpark, CrimewatchLocation and InventoryLocation have become such close friends that they share a few organs. They are also very chatty between each other, so without significant restructuring, the communications overhead of their interactions might massively outweigh any savings due to parallelism.
Refactoring to eliminate these links is still something we want to do, but there are other, lower-hanging fruit that can give us good bang-for-buck. *snap*
So, if I understand that right the play went along those lines: - developed as 3 different threads that would communicate with each other and could run completely separate (good for parallelism) .. some years go by and code gets added/changed .. - the 3 different threads end up stitched together at all kinds of levels and areas (spaghetti code?) .. CPUs don't get any faster any more, parallelism is the agenda of the future.. - oh sh*t, we need to have that stuff running separate now - To the Gridlock-Mobile! .. Gridlock assesses the situation and makes a short term decision .. - to hell with the parallelism on that one, it's fubar now anyway, make one thread out of the mess and let us separate it later, while we got some room to breathe
Is that correct in layman's-terms?
I can only hope you don't get lazy now (or distracted or manpower removed by higer ups, cause it's working now.. beancounters might come to this conclusion) and start to clean the mess that this is now. *good luck*
PS: as others have already said, your blogs are the best! Hail to Team Gridlock.
Get rid of Rooms with Doors - Shortrange Jumpdrives for everybody! |
DeBingJos
Minmatar Jukebox Warriors
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Posted - 2011.06.17 08:23:00 -
[49]
Blogs like these make me smile.
Marketing blog make me sad.
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Keitaro Baka
Babylon Scientific and Industrial Enterprises Babylon Project
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Posted - 2011.06.17 08:45:00 -
[50]
Yay a happy dev blog to comment on.
I too will stay tuned for a certain other dev blog ^^ Ignore me
Drone Guide EON 21 & 22 |
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Aineko Macx
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Posted - 2011.06.17 08:55:00 -
[51]
Thanks, there are still positive devblogs after all.
Not Gridlock targeted really, but some client side optimizations, specifically bracket display, would be very welcome. FPS and playability are suffering because of the abysmal performance of those simple 2D sprites... ________________________ CCP: Where fixing bugs is a luxury, not an obligation. |
Royston Townhead
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Posted - 2011.06.17 17:48:00 -
[52]
i know this is off topic, but theres a small thread next door thats seen less posts by CCP than here, this - http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1528607&page=41&sid=453119089
can you fix that?
thanx
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Lykouleon
Wildly Inappropriate Wildly Inappropriate.
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Posted - 2011.06.18 00:11:00 -
[53]
The perfect number of graphs? Code ****z?
Oh Masterplan, you tease Lykouleon > CYNO ME CLOSER SO THAT I CAN HIT THEM WITH MY SWORD |
WisdomPanda
Gallente Goatriders Horde The Scapegoats
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Posted - 2011.06.18 04:12:00 -
[54]
Originally by: Tres Farmer Edited by: Tres Farmer on 17/06/2011 05:14:42
Originally by: CCP Masterplan in the Blog *snip* This is great. At first glance the desirable approach might be to move each component onto its own node, attempting to make gains via parallelism. However, for any solar system, these three components have always lived together on the same node. Over time they have grown roots into each other via other, non-monikered, components. As such, separating them out is a major undertaking. In effect, Ballpark, CrimewatchLocation and InventoryLocation have become such close friends that they share a few organs. They are also very chatty between each other, so without significant restructuring, the communications overhead of their interactions might massively outweigh any savings due to parallelism.
Refactoring to eliminate these links is still something we want to do, but there are other, lower-hanging fruit that can give us good bang-for-buck. *snap*
So, if I understand that right the play went along those lines: - developed as 3 different threads that would communicate with each other and could run completely separate (good for parallelism) .. some years go by and code gets added/changed .. - the 3 different threads end up stitched together at all kinds of levels and areas (spaghetti code?) .. CPUs don't get any faster any more, parallelism is the agenda of the future.. - oh sh*t, we need to have that stuff running separate now - To the Gridlock-Mobile! .. Gridlock assesses the situation and makes a short term decision .. - to hell with the parallelism on that one, it's fubar now anyway, make one thread out of the mess and let us separate it later, while we got some room to breathe
Is that correct in layman's-terms?
I can only hope you don't get lazy now (or distracted or manpower removed by higer ups, cause it's working nowÖ.. beancounters might come to this conclusion) and start to clean the mess that this is now. *good luck*
PS: as others have already said, your blogs are the best! Hail to Team Gridlock.
All they changed was the reference... Parallelism doesn't even come into it. A lot of people seem to have a massive hard-on for making everything parallel, even if it's net gains are inconsequential in the given environment.
If anything reaches it's ceiling before this subsystem, we will get server lag. Once all the low hanging fruit is done being picked, Team Gridlock will have a much better idea of what systems need to be modernized, and more importantly, in what order. The gains they have made thus far should prove though that there are much larger gains to be had across many systems before full reworks are even tabled.
The fact that almost all of Team Gridlock's patches have gone in unnoticed to TQ should speak of the quality of the team and their work. Have a little faith. ----- Cheesecake, Natures ultimate weapon.
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Chertan
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Posted - 2011.06.19 08:18:00 -
[55]
Positive devblogs sure are a rarity these days.
+1, Team Gridlock.
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NUXI7
Dreddit Test Alliance Please Ignore
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Posted - 2011.06.19 08:30:00 -
[56]
Note to self: do not read the dev blogs with CS **** in them, they are too close to work.
Also, have you removed your 2 MB buffer yet?
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CCP Spitfire
C C P C C P Alliance
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Posted - 2011.06.20 10:51:00 -
[57]
Originally by: Aineko Macx Thanks, there are still positive devblogs after all.
Not Gridlock targeted really, but some client side optimizations, specifically bracket display, would be very welcome. FPS and playability are suffering because of the abysmal performance of those simple 2D sprites...
That work is done by the CarbonUI team. You can read the first dev blog here, and more information on performance improvements will be published in the future.
Spitfire Community Representative CCP Hf, EVE Online |
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2011.06.20 13:49:00 -
[58]
Originally by: CCP Veritas
Originally by: Miyuki Yotaka Nice read.. :) Team Gridlock's devblogs are the ones I find the most interesting. I hope the topic for the next one will be "Fleetfights are now playable!"! ;)
Run of the mill fleet fights are quite playable these days. The biggies (1000+) are still a bit lacking, but those aren't very common.
Confirming this. A couple of days ago, I was in a fight with ~200+ in local, with multiple carriers & supercarriers with fighters & FBs out. So far as I know the node was not reinforced. There was no perceptible lag.
So far as I am concerned, lag is the lowest it has ever been - better even than the Apocrypha days, and Team Gridlock deserve our sincere thanks.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |
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CCP Veritas
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Posted - 2011.06.20 17:46:00 -
[59]
Originally by: Malcanis Confirming this. A couple of days ago, I was in a fight with ~200+ in local, with multiple carriers & supercarriers with fighters & FBs out. So far as I know the node was not reinforced. There was no perceptible lag.
So far as I am concerned, lag is the lowest it has ever been - better even than the Apocrypha days, and Team Gridlock deserve our sincere thanks.
Just looked that fight up...well, guessing based on what you've been up to and where the fights were, but I think I have the one you're talking about. It most certainly was not reinforced - there were over 100 other systems on the same node. It also didn't lag, steady-state at the peak of the fight was around 65% cpu utilization.
Pew pew moar!
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Apollo Gabriel
Brotherhood Of Fallen Angels Etherium Cartel
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Posted - 2011.06.20 19:39:00 -
[60]
Originally by: CCP Veritas
Originally by: Malcanis Confirming this. A couple of days ago, I was in a fight with ~200+ in local, with multiple carriers & supercarriers with fighters & FBs out. So far as I know the node was not reinforced. There was no perceptible lag.
So far as I am concerned, lag is the lowest it has ever been - better even than the Apocrypha days, and Team Gridlock deserve our sincere thanks.
Just looked that fight up...well, guessing based on what you've been up to and where the fights were, but I think I have the one you're talking about. It most certainly was not reinforced - there were over 100 other systems on the same node. It also didn't lag, steady-state at the peak of the fight was around 65% cpu utilization.
Pew pew moar!
Excellent work guys, been in a lot of pvp fights lately, very, very smooth.
Best AG
***** Signature may appear without warning! ***** Please do not feed the trolls, it builds dependency.
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