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Onictus
Silver Snake Enterprise Fatal Ascension
381
|
Posted - 2013.07.30 21:28:00 -
[181] - Quote
Maximillian German wrote:Onictus wrote:Maximillian German wrote:[ which is of course countered in eve by slowing the client update rate as not to overload the server. Thus, you have TiDi.  Did I get something wrong? Or is eve slowing down the request rate?
No you nailed it.
The server slows down the client updates so that it has more time to process the queue. |

Murk Paradox
Red Tsunami The Cursed Few
446
|
Posted - 2013.07.30 21:29:00 -
[182] - Quote
Onictus wrote:Murk Paradox wrote:
Eh? So your solution is to simply double talk the fact that time dilation is lag created by ccp simply because there is no other way of doing it?
Its finally sinking in. Its not hardware, you aren't getting anything better, the Eve cluster architecture is a super computer. So that leaves software/middleware optimization, and like I said real time dynamic loadsharing isn't a trivial undertaking, and anything done to the engine itself is a monumental undertaking. Murk Paradox wrote:
Just you saying "no" doesn't dispute the fact.
You asked for it, and got it. The burden has been met.
.
When you have your facts right you can tell me that anything has been met.
I don't know of any other way to prove my work unless you want a bunch of links.
Not proving me wrong is by default making me right. This thread has already shown my work in above mentioned links.
Beyond that, time dilation is still lag.
"But my favourite visual experience in Eve was a pipebombing run on a digital projector. Sure, the aliasing can never match the perfection of a 2160p image - but you can't beat a five metre space volcano on your wall." - Lord Maldoror(RnK)
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Murk Paradox
Red Tsunami The Cursed Few
446
|
Posted - 2013.07.30 21:33:00 -
[183] - Quote
Onictus wrote:Murk Paradox wrote: But that is not in any sort of direct conflict with time dilation being lag. So again, I'm trying to figure out if you're agreeing with me or arguing, because we are on the same page.
So I see we are back to any form of performance change is lag. Latency is not lag. TiDi is not lag. Lag is what happens when the the interrupt queue exceeds the client update rate.
Uh, latency is a measurement of time to define speed. It is the measurement of lag. Time dilation increases lag to increase stability and prevent a disconnect.
If you want to say TiDi does not increase stability that's on you, but it sure as **** increases lag, that's the point. It slows time down. That's what lag is since the client (see you, me players) are not pressing buttons in slow motion.
"But my favourite visual experience in Eve was a pipebombing run on a digital projector. Sure, the aliasing can never match the perfection of a 2160p image - but you can't beat a five metre space volcano on your wall." - Lord Maldoror(RnK)
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Tippia
Sunshine and Lollipops
15830
|
Posted - 2013.07.30 21:34:00 -
[184] - Quote
Murk Paradox wrote:I don't know of any other way to prove my work unless you want a bunch of links. So link it.
Quote:Not proving me wrong is by default making me right. No. You are wrong by default until you've proven yourself right. So far, you have not. Not proving you wrong still makes you wrong, with the only possible side-effect that the other side might be wrong as well. 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¥
Get a good start: newbie skill plan 2.0. |

Murk Paradox
Red Tsunami The Cursed Few
446
|
Posted - 2013.07.30 21:39:00 -
[185] - Quote
Maximillian German wrote:On topic: Murk, can you take a break from your lag discussion and answer the question of the OP? In case you have forgotten, here it is:
How as paying EvE users did we come to accept UI razzle dazzle and gimmicks instead of a true remedy to slowdowns?
I don't understand what you mean by razzle dazzle in lieu of slowdowns.
"But my favourite visual experience in Eve was a pipebombing run on a digital projector. Sure, the aliasing can never match the perfection of a 2160p image - but you can't beat a five metre space volcano on your wall." - Lord Maldoror(RnK)
|

Murk Paradox
Red Tsunami The Cursed Few
446
|
Posted - 2013.07.30 21:47:00 -
[186] - Quote
Tippia wrote:Murk Paradox wrote:I don't know of any other way to prove my work unless you want a bunch of links. So link it. Quote:Not proving me wrong is by default making me right. No. You are wrong by default until you've proven yourself right. So far, you have not. Not proving you wrong still makes you wrong, with the only possible side-effect that the other side might be wrong as well. Quote:Uh, latency is a measurement of time to define speed. No. Latency is a measurement of time to define routing and processing delays. TiDi increases the processing delay on the server side and tells the client to wait a bit longer for the result. Whether or not this creates lag depends on how much the client spams the server with new junk to process. TiDi ensures that the client doesn't do that.
Routing and processing delays impact latency, not define it. Well, the routing does. But latency is a measurement of time ie- speed.
And I do not have to prove myself right, again, as the threads have the links already. Find them yourself if you do not believe me.
Time dilation is still lag regardless. So any increase in time due to tidi is an increase of lag, not a decrease, as you have tried to say as you think tidi "removes" lag. It removes instability if it removes anything.
It increases lag. "But my favourite visual experience in Eve was a pipebombing run on a digital projector. Sure, the aliasing can never match the perfection of a 2160p image - but you can't beat a five metre space volcano on your wall." - Lord Maldoror(RnK)
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Maximillian German
Spectres Syndicate
43
|
Posted - 2013.07.30 21:50:00 -
[187] - Quote
Murk Paradox wrote:Maximillian German wrote:On topic: Murk, can you take a break from your lag discussion and answer the question of the OP? In case you have forgotten, here it is:
How as paying EvE users did we come to accept UI razzle dazzle and gimmicks instead of a true remedy to slowdowns? I don't understand what you mean by razzle dazzle in lieu of slowdowns.
According to the OP, CCP is giving us UI updates instead of/to distract us from slowdown problems. Can't make it much clearer than that. |

Tippia
Sunshine and Lollipops
15830
|
Posted - 2013.07.30 21:55:00 -
[188] - Quote
Murk Paradox wrote:Routing and processing delays impact latency, not define it. Routing and processing delays are latency. And no, measurements of time are measurements of time, not speed. To have a speed, you need to measure something over time.
If you absolutely want to call latency a measurement of something other than time, it is of the somewhat abstract concept of (routing) distance.
Quote:And I do not have to prove myself right GǪif you want to remain wrong. if you want to be right, though, you have to prove that you are. If the thread contains the links that does this, you can do it trivially.
Quote:Time dilation is still lag regardless. GǪexcept that all it does is increases the processing delay on the server side and tells the client to wait a bit longer for the result. Whether or not this creates lag depends on how much the client spams the server with new junk to process. TiDi ensures that the client doesn't do that, which removes one of the principal causes of lag. 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¥
Get a good start: newbie skill plan 2.0. |

Maximillian German
Spectres Syndicate
43
|
Posted - 2013.07.30 22:00:00 -
[189] - Quote
Murk Paradox wrote:Tippia wrote:Murk Paradox wrote:I don't know of any other way to prove my work unless you want a bunch of links. So link it. Quote:Not proving me wrong is by default making me right. No. You are wrong by default until you've proven yourself right. So far, you have not. Not proving you wrong still makes you wrong, with the only possible side-effect that the other side might be wrong as well. Quote:Uh, latency is a measurement of time to define speed. No. Latency is a measurement of time to define routing and processing delays. TiDi increases the processing delay on the server side and tells the client to wait a bit longer for the result. Whether or not this creates lag depends on how much the client spams the server with new junk to process. TiDi ensures that the client doesn't do that. Routing and processing delays impact latency, not define it. Well, the routing does. But latency is a measurement of time ie- speed. And I do not have to prove myself right, again, as the threads have the links already. Find them yourself if you do not believe me. Time dilation is still lag regardless. So any increase in time due to tidi is an increase of lag, not a decrease, as you have tried to say as you think tidi "removes" lag. It removes instability if it removes anything. It increases lag.
no, you are not right just because you say so.
Anyway, a quick point of clarification. Are you saying that you would rather have the cluster the way it was before TiDi was implemented? Or will you concede that TiDi is an improvement over the previous state of the cluster? |

Vincent Athena
V.I.C.E. Aegis Solaris
2054
|
Posted - 2013.07.30 22:20:00 -
[190] - Quote
There is a definable difference between lag and TiDi.
Eve runs on one second ticks. If all is well you can expect that when you turn on a gun it will fire in one or maybe two ticks. When TiDi starts cutting in those ticks are no longer 1 second. At 50% TiDi they are two seconds long, and you can expect your gun to fire 2 to 4 seconds after turning it on.
At 10% TiDi those ticks are 10 seconds long. You would expect your guns to fire in 10 to 20 seconds after activation. If they take longer, say 5 minutes, then we have entered the realm of lag. TiDi allows more players to fight without lag. If it were not for TiDi issues with guns not turning on or off would occur with 1000 player fights.
Now here is the big important difference: With TiDi, but no lag, everyone will see the same response to module activation: One to two ticks of however long. With lag the delay between activating a gun and having it fire becomes much longer and more random.
TiDi slows the game for everyone equally and the game still works in a predictable manner. Lag slows it in different and random amounts for different people and the game works in an unpredictable manner.
Apparently in the 6V battle there was both TiDi and lag. it would be nice to not have either, but CCP has yet to figure out how to do that. http://vincentoneve.wordpress.com/ |

Ka'Narlist
Cronos Titan Test Alliance Please Ignore
45
|
Posted - 2013.07.30 22:33:00 -
[191] - Quote
Stopped reading after the first couple of posts but want to add my opinion anyways.
Sure TiDi is much better as random lags where the people first on grid or in system can shoot the ones still loading and its what makes such huge fights possible.
But it can't be the solution, only a step to the solution. Because fighting in max. TiDi sucks, it really sucks like hell and it drags fights which would be resolved under normal circumstances in half an hour over hours and hours where you have to sit there waiting that your mod cycled down to click it and wait for another 10 or 15 minutes to click it again.
Yes hardware has its limits but if one server node can't handle such a huge fight than two should do it or a whole group of them. If Eve currently can't let the ongoings in a system or on a grid get handled by a servercluster this should be the direction to develop it further. I know it will not be easy or quick or cheap but imho that is the direction ccp has to take if they really want to brag about being able to handle huge space fights.
I really hope ccp doesn't consider TiDi as their end solution, but is constantly looking for better solutions. |

Dersen Lowery
Laurentson INC The Last Chancers.
680
|
Posted - 2013.07.30 23:47:00 -
[192] - Quote
Ka'Narlist wrote:Yes hardware has its limits but if one server node can't handle such a huge fight than two should do it or a whole group of them. If Eve currently can't let the ongoings in a system or on a grid get handled by a servercluster this should be the direction to develop it further. I know it will not be easy or quick or cheap but imho that is the direction ccp has to take if they really want to brag about being able to handle huge space fights.
I really hope ccp doesn't consider TiDi as their end solution, but is constantly looking for better solutions.
Good news: They are, and they have been since Incursion or thereabouts. Unfortunately, you're right that it will not be easy or quick or cheap to get multiple nodes to do the work that is currently done by one, but they're working on it as we speak. Proud founder and member of the Belligerent Desirables. |

Victoria Sin
Center for Advanced Studies Gallente Federation
412
|
Posted - 2013.07.31 00:04:00 -
[193] - Quote
Dersen Lowery wrote: Good news: They are, and they have been since Incursion or thereabouts. Unfortunately, you're right that it will not be easy or quick or cheap to get multiple nodes to do the work that is currently done by one, but they're working on it as we speak.
Not sure how they're going to do that. Spreading a load like a fleet fight across threads would be non-trivial because it's not obvious how to partition the set. If you're sharing memory you have to also be careful you aren't stalling cache lines too, otherwise your 8 cores will only be slightly faster than 1. Not sure if Stackless Python allows you to take care of details like this. |

Ranger 1
Ranger Corp
4419
|
Posted - 2013.07.31 00:09:00 -
[194] - Quote
Victoria Sin wrote:Dersen Lowery wrote: Good news: They are, and they have been since Incursion or thereabouts. Unfortunately, you're right that it will not be easy or quick or cheap to get multiple nodes to do the work that is currently done by one, but they're working on it as we speak.
Not sure how they're going to do that. Spreading a load like a fleet fight across threads would be non-trivial because it's not obvious how to partition the set. If you're sharing memory you have to also be careful you aren't stalling cache lines too, otherwise your 8 cores will only be slightly faster than 1. Not sure if Stackless Python allows you to take care of details like this. Yep, that's the reason why a better solution hasn't already been implemented. However, that hasn't stopped them from working on it.
For those who continue to dismiss Tidi as unhelpful, perhaps you should try a few other games that allow a 4000 person battle and give us a report on how it went.  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Invisusira
The Rising Stars The Initiative.
180
|
Posted - 2013.07.31 00:15:00 -
[195] - Quote
...sorry, did you have some sort of magical wizard server cluster capable of handling 4000+ simotaneous mmo client server connections? Or were you just bitching because you keep losing SBs? Core Skills - train em up train em up! |

Tippia
Sunshine and Lollipops
15832
|
Posted - 2013.07.31 10:59:00 -
[196] - Quote
AwwwGǪ how cute! The OP is so upset about being wrong that he has to dec the guilty!  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¥
Get a good start: newbie skill plan 2.0. |

Tialano Utrigas
Critical Mass Inc. Nexus Fleet
41
|
Posted - 2013.07.31 11:17:00 -
[197] - Quote
To those of you who say they didn't mind fighting with 4000 guys under 10% Tidi:
YOU WERE CLEARLY NOT F*CKING THERE!
10% is the lowest the indicator goes but I can assure you it was waaaay worse than 10%. If it ahd stayed at 10% it would have been bearable. It was no where near it.
Weapons not firing Modules not reloading Modules not deactivating 3 - 4 minutes for a frigate to lock a Dread! 40 minutes to jump in system
So please can everyone stop talking sh*t!
The fight was enjoyable for its own reasons, primarily the "I was there" factor. The lag, however, was not.
I DO however appreciate the lengths that CCP had to go to make this fight actually happen and most of us appreciate that unless we asked NASA to borrow some equipment for a day, that this was to be expected. |

Frostys Virpio
Lame Corp Name
589
|
Posted - 2013.07.31 12:11:00 -
[198] - Quote
Tialano Utrigas wrote:To those of you who say they didn't mind fighting with 4000 guys under 10% Tidi:
YOU WERE CLEARLY NOT F*CKING THERE!
10% is the lowest the indicator goes but I can assure you it was waaaay worse than 10%. If it ahd stayed at 10% it would have been bearable. It was no where near it.
Weapons not firing Modules not reloading Modules not deactivating 3 - 4 minutes for a frigate to lock a Dread! 40 minutes to jump in system
So please can everyone stop talking sh*t!
The fight was enjoyable for its own reasons, primarily the "I was there" factor. The lag, however, was not.
I DO however appreciate the lengths that CCP had to go to make this fight actually happen and most of us appreciate that unless we asked NASA to borrow some equipment for a day, that this was to be expected.
NASA's computer are probably threaded behemot by now so it would not help all that much. The process that require a slowdown of the game to remain responding to command, if at a really slower rate, is not made to be divided on more processing unit. We are playing a 10 yo game. Removing some of the limitation linked to this will not happen by snapping our fingers. |

Jenn aSide
STK Scientific Initiative Mercenaries
2546
|
Posted - 2013.07.31 12:48:00 -
[199] - Quote
Feyd Rautha Harkonnen wrote:I
Can someone explain this please? It wasn't so long ago people were burning Jita because of micro-transactions, yet now with increasing server suckage the response is 'meh'?
Your problem is twofold.
First: You seem to not understand how completely terrible fleet fights were pre-TiDi. Those of us who experienced that ("I was there" for the Fall of C-J6 lol) understand that TiDi is a literal walk in the park compared to what is was. There is no "increasing server suckage", it's better now than ever AS EVIDENCED BY THE RECENT 4000 SHIP FIGHT, the fact is that your perceptions are what's flawed here.
Second: We are realistic, we know CCP can't just wave a wand and make latency go away. We understand that CCP is (in allowing us such fights) doing what no one else can come close to and that it's going to be imperfect. And we don't believe in being utter ingrates by saying to them "you guys suck because this amazing thing you are giving us isn't as amazing as we want it!".
So yea, i get what you're saying we should all riot in Jita against the game company giving us the most incredible experience in modern gaming. You sir are Brilliant.
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Malcanis
Vanishing Point. The Initiative.
11046
|
Posted - 2013.07.31 13:01:00 -
[200] - Quote
Murk Paradox wrote: Time dilation is still lag regardless. So any increase in time due to tidi is an increase of lag, not a decrease, as you have tried to say as you think tidi "removes" lag. It removes instability if it removes anything.
It increases lag.
TiDi does not increase lag. That's like saying traffic lights cause traffic jams.
1 Kings 12:11
|

Dersen Lowery
Laurentson INC The Last Chancers.
685
|
Posted - 2013.07.31 13:22:00 -
[201] - Quote
Victoria Sin wrote:Dersen Lowery wrote: Good news: They are, and they have been since Incursion or thereabouts. Unfortunately, you're right that it will not be easy or quick or cheap to get multiple nodes to do the work that is currently done by one, but they're working on it as we speak.
Not sure how they're going to do that. Spreading a load like a fleet fight across threads would be non-trivial because it's not obvious how to partition the set. If you're sharing memory you have to also be careful you aren't stalling cache lines too, otherwise your 8 cores will only be slightly faster than 1. Not sure if Stackless Python allows you to take care of details like this.
I went into some detail in my second post in the thread, on page 1.
The short answer is that there are some smaller problems they can tackle that will shift 40-50% of the the work to another core before they stare at the daunting project of trying to multithread the physics engine itself--which might only even be possible if they make some changes to EVE's physics, I don't know.
The EVE engine has two steps: 1) calculate everything; 2) update everyone involved with the results of the calculations. The hope is that 1 and 2 can run on different cores, with 1 calling 2 asynchronously, because step 2 can take a surprisingly long time. Proud founder and member of the Belligerent Desirables. |

Malcanis
Vanishing Point. The Initiative.
11049
|
Posted - 2013.07.31 13:51:00 -
[202] - Quote
Dersen Lowery wrote: The EVE engine has two steps: 1) calculate everything; 2) update everyone involved with the results of the calculations. The hope is that 1 and 2 can run on different cores, with 1 calling 2 asynchronously, because step 2 can take a surprisingly long time.
There is also the ongoing "brain in a box" project that has the potential - when complete - to significantly reduce the amount of "calculate everything" type jobs that have to be done.
1 Kings 12:11
|

Nyancat Audeles
Center for Advanced Studies Gallente Federation
404
|
Posted - 2013.07.31 14:01:00 -
[203] - Quote
TravelBuoy wrote:Jill Xelitras wrote:jackncoke wrote:Its like this ... The dog wants the ball to fly longer and harder. So he barks in frustration while his master is trying to explain why that is ...
Indeed. Very well explained. To the OP:Before TiDi, the server would desync and lag. TiDi is not lag, it's artificially slowing time (think of it as bullet time in a FPS). People who experienced lag in fleet battles know what I'm talking about: - you start a module and nothing happens. - a module can't be turned off. - you shoot at a target, that other pilots report is long dead. - you're computer thinks you're alive and kicking, the server knows you've been podded already, but the information comes minutes later. - the server crashes, because it can't keep up with the desynced stream of data. In TiDi everything happens slower, but at least it really happens. No desync, no crash ... not even lag, just slow gameplay. You really prefer desyncs and crashes ? But there was not just single Tidi (slow motion of time) there was lag too. I was there. My guns needed 15 minutes activation times in 10% Tidi. 10% tidi = 10x slowing, and a matematics know 1second x 10=10second and 10seconds is not equal with 15 minutes. The gun cycles stucked or didn't work. The damage stoppped many times when we got lagspikes. I made 10 kills within 3h45min in a 4k battles. (Pathetic thing) The battle was almost unplayable for 4 hours long. Oh and i have a opinion from TiDi. Tidi = bullsh*t Paid for lag. You f*cling ignorant ret*rd bastard, come up with a system that can effectively handle 4000 people fighting by yourself, or go home and stop whining. |

William Walker
House Aratus Fatal Ascension
165
|
Posted - 2013.07.31 14:05:00 -
[204] - Quote
Shots fired! pâ+(*GîÆGêçGîÆ*)n+ë pü+(pé£GêçpÇü-¦)pü+ (GùòGÇ+GùòG£+) |

Chaos Hellbreth
Caldari Provisions Caldari State
0
|
Posted - 2013.07.31 14:26:00 -
[205] - Quote
I posted this in another thread, but it seems relevant:
What I think should be done, personally, (and again, I don't know how feasible this is), is for TiDi to be a region-wide "resource redistribution". Basically if system x of region y has 4000 people in it, all the other systems in the region dilate (in an inverse relationship to how many people are in the system, so a system with 0-5 players in it will dilate to a greater extent than a neighboring system with 100 people in it) in order for the server to allocate additional computing power to system x. System x might still dilate, but instead of dilating to 10%, maybe it would only dilate to say 50%, where the game is at least still reasonably playable and enjoyable. This also has various "meta-benefits", in that it allows one side to still reap the benefits of "surprise" (instead, under the current TiDi system, those advantages are lost because while only 1 minute might pass by in a dilated system, 30 minutes would go by in the neighboring systems giving the side that was taken by surprise ample time to bring in a fleet of reinforcements and neuter the effects of being caught with your pants down) because not only will the dilation not be quite as severe (hopefully) but the entire region will be, in effect, "locked down" making travel and thus reinforcement difficult, if not impossible. This shouldn't be an issue to two fleets in a pitched battle where both sides know whats coming, since the systems in which the two sides form up in shouldn't be hit by the dilation quite as hard and making the 1-2 jumps to the battlezone wouldn't be as severe as traveling from the other end of a region or even a neighboring region. This also means that the side thats better prepared and organized for the fight (taking the effects of the dilation into account) is at a better advantage which introduces a new element of skill or whatever that will need to be taken into account during war time, rather than which side can out-dps or out-tank the opposition. Basically, it creates a more tangible "high ground" in space, the side that outmaneuvers the other and engages on its own terms at the location of its choosing will be at a greater advantage if it can leverage the distance the other side would have to travel to reinforce its fleet against itself.
And if you think about it, generally half the galaxy is sitting more or less empty, I don't know what the server infrastructure is like, but if half the systems in say... Geminate are empty (or something close to it), is it really worth allocating a full load of processing power to making sure that system is functioning smoothly? If you distributed TiDi galaxy wide, the entire galaxy might dilate to 90% (which most people probably wouldn't notice) but perhaps System X would be running at 90% instead of 10%. I heard they allocated the Jita super-node or whatever to the fight the other day to try to speed things up (which really just slowed down Jita) so I suppose this is theoretically possible, though I think given the amount of people in Jita at any given time they should probably never do that one again lol. Maybe the answer is having a spare super-node or two just for when these sorts of fights pop up that aren't really used otherwise?
My .02 ISK anyway. |

Hoo Yodaad
Imperial Academy Amarr Empire
4
|
Posted - 2013.07.31 14:29:00 -
[206] - Quote
A lot of people in this thread seem to have the simple solution to eliminating TiDi and lag altogether. IMO, you should code it. Sell it to CCP (and every other MMO developer) make millions of IRL cash and take credit for revolutionizing the MMO industry and interwebz as a whole.
Why are you waiting for someone else to do something you find so simple and is so obviously profitable? Go create IRL content. |

Murk Paradox
Red Tsunami The Cursed Few
447
|
Posted - 2013.07.31 14:37:00 -
[207] - Quote
Maximillian German wrote:Murk Paradox wrote:Maximillian German wrote:On topic: Murk, can you take a break from your lag discussion and answer the question of the OP? In case you have forgotten, here it is:
How as paying EvE users did we come to accept UI razzle dazzle and gimmicks instead of a true remedy to slowdowns? I don't understand what you mean by razzle dazzle in lieu of slowdowns. According to the OP, CCP is giving us UI updates instead of/to distract us from slowdown problems. Can't make it much clearer than that.
That doesn't have any part of what I've been saying. So whereas you might be clear in your communications to the OP, I am not him.
Therefore I cannot answer your questions for him, because well, I don't share that view.
Sounds pretty clear to me. "But my favourite visual experience in Eve was a pipebombing run on a digital projector. Sure, the aliasing can never match the perfection of a 2160p image - but you can't beat a five metre space volcano on your wall." - Lord Maldoror(RnK)
|

Tippia
Sunshine and Lollipops
15834
|
Posted - 2013.07.31 14:42:00 -
[208] - Quote
Murk Paradox wrote:That doesn't have any part of what I've been saying. So whereas you might be clear in your communications to the OP, I am not him.
Therefore I cannot answer your questions for him, because well, I don't share that view. GǪbut then, he's not asking you to do that and the whole point is that what you're saying has nothing to do with the actual topic as set by the OP. Instead, he's asking you to answer the OP's question from your viewpoint. Even if you don't share the view, you can answer in more detail why it is you disagree with is assertion. 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¥
Get a good start: newbie skill plan 2.0. |

Murk Paradox
Red Tsunami The Cursed Few
447
|
Posted - 2013.07.31 15:02:00 -
[209] - Quote
Maximillian German wrote:
Anyway, a quick point of clarification. Are you saying that you would rather have the cluster the way it was before TiDi was implemented? Or will you concede that TiDi is an improvement over the previous state of the cluster?
To clarify my statements, TiDi is a good solution for disconnects of heavily overloaded servers, but not a solution for lag (as lag still happens, by design!) and that I do not think TiDi as a final solution is ideal.
I also am confident enough to warrant that even CCP knows the inherent problems of TiDi affecting others not involved with the fight (due to being node wide not system wide) because I too have read the dev blogs from 2 years ago.
As it is a before and after, it honestly wouldn't matter if CCP doesn't do anything about their cap limits and general performance because Eve is growing and CCP needs to accomodate that growth.
Whether you are blackscreened for 20minutes, or take 20minutes to see a module activate, it's still taking 20minutes for a 1second command and it only becomes a matter of choosing a lesser evil.
If I were to be in a WH or another system not related to "your" fight and be affected by TiDi.. I would rather have you disconnect and lag out then me get affected by TiDi. If you don't like the way I answer choices, don't give me choices.
"But my favourite visual experience in Eve was a pipebombing run on a digital projector. Sure, the aliasing can never match the perfection of a 2160p image - but you can't beat a five metre space volcano on your wall." - Lord Maldoror(RnK)
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Murk Paradox
Red Tsunami The Cursed Few
447
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Posted - 2013.07.31 15:06:00 -
[210] - Quote
Vincent Athena wrote:There is a definable difference between lag and TiDi.
Eve runs on one second ticks. If all is well you can expect that when you turn on a gun it will fire in one or maybe two ticks. When TiDi starts cutting in those ticks are no longer 1 second. At 50% TiDi they are two seconds long, and you can expect your gun to fire 2 to 4 seconds after turning it on.
At 10% TiDi those ticks are 10 seconds long. You would expect your guns to fire in 10 to 20 seconds after activation. If they take longer, say 5 minutes, then we have entered the realm of lag. TiDi allows more players to fight without lag. If it were not for TiDi issues with guns not turning on or off would occur with 1000 player fights.
Now here is the big important difference: With TiDi, but no lag, everyone will see the same response to module activation: One to two ticks of however long. With lag the delay between activating a gun and having it fire becomes much longer and more random.
TiDi slows the game for everyone equally and the game still works in a predictable manner. Lag slows it in different and random amounts for different people and the game works in an unpredictable manner.
Apparently in the 6V battle there was both TiDi and lag. it would be nice to not have either, but CCP has yet to figure out how to do that.
TiDi is exponential for EVERYONE to be in a line. This is the problem with TiDi and single thread processing.
When you have 1,000 people firing a gun at the same time, that single processor has to queue 1,000 commands with the increased amount of time.
That 1,000th person is not going to see their gun getting fire for quite some time. So where you THINK 10% TiDi is going to only be a 10secon delay, it can turn into 10 minutes quite easily and quickly.
So a 1 hour fight can stretch to an all day event. "But my favourite visual experience in Eve was a pipebombing run on a digital projector. Sure, the aliasing can never match the perfection of a 2160p image - but you can't beat a five metre space volcano on your wall." - Lord Maldoror(RnK)
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