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Thread Statistics | Show CCP posts - 2 post(s) |

Nee'kita Frist
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Posted - 2006.01.09 13:14:00 -
[31]
My experiance of lag has been periodic and random.
For example, I could be mining for over 3-4 hours straight and in the last hour suddenly transfering items from my hold to a jettisoned can, will be delayed for 4-5 seconds.
Also after finishing mining and giving the instruction to go into warp to get a hauler it can take another 4-5 seconds.
However, I'm based in, Horaka in molden heath. And on one day when I had severe lag in Molden Heath. I popped over to Rens in Metropolis with 242 people in local and I had absoluty no lag whatsoever.
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Mr Raine
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Posted - 2006.01.09 13:14:00 -
[32]
fleet jumping,,
i will give an example.
say 10 or more people trying to jump through a gate at any one time, causes lag, and people warping off on the other side, it difficalt to move a fleet,
with 40+ of us, we have resorted jumping in groups. ie split the 40 by 3 or 4, group 1 jump ,,, group 2 jump,, etc etc, jumping in certain systems seems alot worse then others. so maybe its the "crossing over" of nodes that causes "major jump lag"
Q-CAB up north is a nightmare i am sure even our enemys will agree with us there, with any more then 30 of us it takes ATLEAST 40 minutes to get loaded and all togeather again,
mr raine
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Kendo Nagis
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Posted - 2006.01.09 13:19:00 -
[33]
Quote: The new hardware is going to be a nice addition, and I want to go on record as saying that I appreciate the effort. But hardware, alone, is NOT going to address the problems you are currently facing with performance; it will only help to mask the problem.
Fix the software first. THEN add the hardware. *****************************************************
This is defintely true, fix the ebil that has been unleashed. Temporarily hiding it with new hardware will only make the problem harder to identify later on. l am very glad that Oveur has posted this thread cos l was beggining to think l was going mad.
I think you are very unlikely to get any real info from anecdotals without getting so much noise that you can't tell truth from coincidence.
CCP are better off getting a python clone of appsight. PySpy? Stick it on a reasonably busy node, watch it go to 100% resources and analyse the results.
All l know is a sure sign of the problem is the right click function on items. Presumably its making a call to the database to determine what sort of item it is so you can get the correct context menu. Delays on response to this call look like a linear correlation with the performance lag of that node.
Also if this isnt the result of a recently introduced hotfix bug, then best to trend analyse what functions have increased in usage since RMR.
To me this would be POS in high sec space along with the use of pos factories. Maybe new skills like the armour and shield resistance skills?
Round about now people that trained these will be at level 4 and 5 and may be utilising them with say a passive AND active hardener of same damage type. How does the server calculate resistances when you get passive + skill bonus. Player activates active hardener then when it's turned off how does the server calculate the new resistance?
Is it: passive plus bonus + deactivated active plus bonus? Or one and NOT the other, or both individually?
Maybe the server is being told to calculate two conflicting results ending in a recursive loop? __________________________ "Death before dishonour, so long as it doesnĘt cost too much." |

Hornymatt
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Posted - 2006.01.09 13:25:00 -
[34]
Running a mission in 0.3 Placid system no-one else in system, warped to mission location and all was ok at first. Then guns started "already trying to activate this module" and auto reload took around 2 minutes but never consistently. At one point warped away (also severely lagged) and relogged but no improvement. Finished off mission rats and returned to agent's system, got a message at the gate telling me I couldn't jump for another 17 seconds, once I did jump took several minutes rematerialise.
Finally get to station and get as far as docking but abother 8 minutes or so before I'm actually in the station.
Didn't even dare look at the markets at that point. Spoke to agent and completed mission (2-3 minutes) then logged off.
Tried relogging a couple of hours later but took about 15 minutes of "entering the game" so logged straight back out again.
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AlleyKat
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Posted - 2006.01.09 13:41:00 -
[35]
Ditto all of the above and my list of lag would be:
Overview still showing objects that exist in the previous system, ie; Stations. Drones appearing on my overview after say, undocking and then warping to a jump gate and 'boom' they appear on the overview.
Good luck with the new hardware planning and setup, I'm confident you will solve the issues. As said by others, it doesn't seem to matter what we are doing, the lag just exists. I would say that when there is less people online, the lag is reduced and GUI functions are upto speed.
I haven't had much lag in deadspace yet, but maybe I'm the lucky one :)
Regards,
AK.
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FireFoxx80
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Posted - 2006.01.09 13:43:00 -
[36]
Two causes of Lag I have seen:
- Doing a Show Info on another ship, in order to find corp/alliance of pilot, causes game to lock up for 20-30 seconds. - Zooming into 5+ ships, causes game to lock up whilst models are loaded.
23? # Missile Tool # ex: P-TMC : USAC |

Butter Dog
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Posted - 2006.01.09 13:46:00 -
[37]
Right clicking on a group of items (for example to unlock them) causes me major lag whenever I do it.
This is only the case post-RMR. Didn't happen before. I must say though, I am generally uneffected by lag so its not a major issue for me. Obviously you'll want to avoid Jita on a Sunday afternoon but apart from that...
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Andrue
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Posted - 2006.01.09 13:59:00 -
[38]
I logged on Saturday at 9am GMT. The market in Forge was badly lagged. Downtime cleared it up though and since then everything seems okay. There's still a longish delay when I enter a new grid (ie;come out of warp at an asteroid belt) however. Typically everything stops for a second.
This with my new spiffy hardware (50fps at same belt) so is either server or network related I'd assume. -- (Battle hardened miner)
[Brackley, UK]
WARNING:This post may contain large doses of reality. |

Kendo Nagis
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Posted - 2006.01.09 13:59:00 -
[39]
Well this morning with 9k online suroken was screwed. Now with 56 in local it's getting laggy again. 30 plus seconds for warp to function to wake up.
Note that about 15minutes ago as of this post Suroken was OK.
The key problem that is creating this lag IS NOT LOAD RELATED. Sure when you have 22k online there is a load related lag, but this is far more fundamental and strikes at any load level. __________________________ "Death before dishonour, so long as it doesnĘt cost too much." |

Sirilonwe
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Posted - 2006.01.09 14:00:00 -
[40]
I usually don't lag at all. Even in big, crowded systems like Jita. I can't barely have network lag (T1 FTW), so all the lag I experience is server lag.
What I've seen: - right click lag on items, confirmed. This happens on random systems. Like someone above said, right clicking must make a call to the database/sol servers for an unknown reason. I don't understand why this call is made? After all, the client know the typeId of the item.
- show info lag: I think show info should be stored client side. Even for static data (mechanical parts, for example) seems to make a call to sol servers. This time again, I don't understand why?
- yesterday "lottery lag": in system A, no problem (even in Jita). Warping to another system, and it lags like hell. And "like hell" i mean: between 2 and 5 minutes answer time.
What I do when I lag: - On right clicks, or show infos: Not seeing anything, I right click 3 or 4 times again. All context menus are appearing at the same time X seconds later. The fact I repeat my right click can add up to the general lag... if anybody behave like me, it's like it was 80k users on the server!
- "lottery lag": go drink a coffee :P.
Perhaps when we find lag, should we send you a bug report with the logserver file attached?
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Amthrianius
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Posted - 2006.01.09 14:02:00 -
[41]
Here is an example of the terrible lag in a fleet battle ---------------
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Hohenheim OfLight
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Posted - 2006.01.09 14:19:00 -
[42]
I find beeing in or a few jumps around molden heath very laggy, took 4 hours for 2 of use to do a one room lvl4 mission cos we had to keep warping in and out, the lag being so bad we could bearly make out what was going on.
I also find that jumping into a new system in molden heath will lagg me to a crash some times all the way to CTD, thinking about it minaly around isotard (think thats how you spell it.)
------------------------------------------------- Contribute to the buy Hohenheim a carrier fund in game now! |

Summersnow
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Posted - 2006.01.09 14:27:00 -
[43]
Originally by: Oveur As a part of this crashing out the performance bugs, I'd like to ask you about what you are doing when you experience lag, under what circumstances is it and is there anything specific you know is happening at that time.
- undocking CTD's me 1 in 5 times. This is a CCP issue, as I can run 3 accounts on 2 systems through the same router and any one of the 3 can ctd with no effect on the other 2.
- anything involving my hanger space or corp hanger space, no matter how many or how few items takes an incredibly long time. I've often right clicked to bring up a show item menu and had to wait several minutes for it to finally appear. Prolly the worst instance is when I right clicked several times, undocked in disgust at ccp's continued fraudulent claims as to there server performance "improvements", only to have the show item menu pop up AFTER undocking.
- I lost a deimos when I targetted and inty in a mission and the entire spawn agro'd. Unfortunately instead firing and killing the inty's everything froze until the inty's x 2 ended up in close orbit inside my tracking. Since ccp isn't smart enough to implement some form of tagging as to which target is doing what jamming I was still scrambled after 1-1/2 intys died. buhbye deimos. Response - "sorry, our server was looking the other way and didn't see that, have a nice time getting your deimos back".
a week later you nurfed missions, killed rams and pretty much made a replacement an imposibility anytime in the near future. good job ccp.
What really kills me is I beleieved you when you told us you were working on the problem and things were gonna get better. I was patient and understanding with your problems when you asked us to be and I expected the same from ccp when I had a problem. Instead I got **** you, have a nice day, kiss yer ship goodbye. Everyday I log on and things are worse.
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JeanLuc Picarde
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Posted - 2006.01.09 14:29:00 -
[44]
sitting in my low population count system on a cable modem with my 6 month old gaming PC in a station with the effects turned off and my cache recently cleared trying to open the market or my cargo hold. thats what..... :/
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HonorHarrington
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Posted - 2006.01.09 14:30:00 -
[45]
Ok TYVM for asking...
Of course many ships vs many ships in a battle = great lag. Always worse for the side that warps in. There is a design issue somewhere around warping in on spots with alot of things going on ..Both effects and ships. Is there a better way to handle the warp transition?
Warp bubbles! Cause alot of lag...The more you have the worse it is. It would be great if we could turn the effect off. Having a fleet battle with warp bubbles is assured to bring alot of lag.
POS shields!! Cause alot of lag. It would be great if you could turn his off. Warping a large fleet into a friendly/hostile death star pos (lots of defenses) can cause huge lag.
A large number of cargo containers can cause lag to occur. Some corps use this as a tactic because lag favors the defenders.
Anyway hope this helps
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Sonreir
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Posted - 2006.01.09 14:32:00 -
[46]
I was just running some minerals around yesterday when I was lagging like crazy. It was only some of the GUI though and the docking and jumping that seemed to be affected. Chat seemed to work fine, because all my alliance-mates were complaining about lag-spikes around the same time I was experiencing them.
The character info and right-click menu options in station seemed to be the most affected.
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Sonreir
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Posted - 2006.01.09 14:33:00 -
[47]
PS
Alliance-mates were spread mostly over 4 regions and we were all getting it around the same time.
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Greavus
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Posted - 2006.01.09 14:40:00 -
[48]
Originally by: Koori There are two types of lag for me: 1. In station: When I'm dumping loot from cargo to hangar it sometimes can take whole minutes (dragging around 30-50 modules). It doesn't matter if I'm in station for few minutes or just docked. It just happens. Of course sometimes dragging several hundreds of items takes a lot less time then dragging 10 things...
2. In flight: When I'm approaching stations there are moments when my commands are not working. I'm clicking "dock" or warp to another object and nothing happens. And after few seconds/minutes my ship is starting to fly all those places i have clicked. Just like my commands have stacked. I also have lag at the gates sometimes, but not as much near the stations.
I'm traveling trough space visiting the most loaded and the most deserted systems. As someone stated before me there are moments when there is huge lag in system with 0 pilots and sometimes it is smooth in Jita/Rens/Suroken
Just the same for myself.....
I dont have a problem activating modules, thats pretty quick, its the moving of items and commanding a ship that can be laggy for me
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Helison
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Posted - 2006.01.09 14:45:00 -
[49]
Out in deep 0.0 I don¦t have much flight-lag, except lag caused by complexes and sometimes lag when jumping.
BUT: I¦m experiencing quite heavy DB-lag (worse than before RAM-SAN) like:
*) right-klick on items *) showinfo *) mailbox *) P&P *) copying BMs
So I¦m quite sure that either the DB-servers are lagging or there is not enough bandwith on the connection between DB-servers and SOL-servers. Perhaps this is also lagging out the SOL-servers in more populated systems.
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Gungankllr
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Posted - 2006.01.09 15:04:00 -
[50]
Lag is at its worst in agent systems, when a single system has 50+ people each rendering large volumes of NPC's at once.
Also in Hub systems, when hundreds of players are simultaneously accessing escrow/market.
Also, when alliances try and stuff 400 players into a system (or suddenly introduce 200 players into a system that already has 200 in it) for fleet battles.
One wierd lag issue I have been seeing lately is when I first log on, if I try to select anything in my hangar and right click it, it takes about 3-5 minutes for the right click menu to come up.
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Sirial Soulfly
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Posted - 2006.01.09 15:07:00 -
[51]
Right mouse clicking on your station container to see what is in it.
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Wizzkidy
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Posted - 2006.01.09 15:14:00 -
[52]
Hi,
Since the RMR deployment I have seen lag in most 0.0 systems I go in, not major lag but you know general jumping through gates I lock up for a few when before this never use to happen.
But the main problem being fleet battles. even a 15 v 15 in a non hugely populated system causes horrible lag, when I say horrible I mean you warp in on your 15 hostiles and the screen stays blank for about 5 minutes (yes a RL 5 minutes) you will then get them on your overview and are already being targeted.
Module activation in this situation is basicly non existant. Fleet battles at the moment are SO bad that its really funny to watch your ship getting hit by missles that are not there when you have warped to an empty moon 
I still think that even with a new cluster in a 50 v 50 (or more) battle we are still going to see lag, The amount of commands that have to be processed in this situation is silly and I cannot see this being fully resolved in the future 100%.
I would like a fleet battle that I can fight and not just turn up for to get popped and not even see my ship b low up 
Thanks for the post though Oveur, we know you guys are trying and I'm sure you will come up with something that resolves this..
Just a question....have you seen how bad its got since RMR was released in a say 50 v 50 battle? Do you see how long you have to wait for the overview to populate? I would like to know if this has been seen and how you explain how we can play them in this situation  _______________________________ Waa it still too big not by much tho |

Cerwyn Taraman
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Posted - 2006.01.09 15:15:00 -
[53]
For me lately it has been (even in systems with only 5-10 ppl around) fitting my ship, loading ammo into the guns (on the fitting window) and moving items between cans. Module activation on heavy lag times (when almost 22k ppl are on like yesterday) might take 5-10 seconds. Dbl-click move also takes that long to respond.
Yesterday was some of the worst lag I've experienced and normally I have no trouble at all in my system as it is not very busy at all. A lot of it does seem to be tied to things that would involve database accesses which I thought the RAM-SAN was supposed to help a lot?
CT
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Soren
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Posted - 2006.01.09 15:17:00 -
[54]
It's the memory leak.
I don't need to be doing anything, just sitting in a station for long enough will make me "lag".
It gets soo bad that if I don't restart soon enough it starts swapping data to the HD and takes 5 minutes just to get a response to shutdown Eve.
Even after I quit Eve I'm forced to goto the Task Manager and use the "End Process" option. _______________________________________________
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Zafon
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Posted - 2006.01.09 15:17:00 -
[55]
I've seen a lot of the issues described above:-
1) docking / undocking taking ages 2) activating modules taking up to 30 seconds 3) opening cans taking up to 30 seconds 4) transfering cargo between cans and hold taking up to 30 secs 5) responding to double click changes in direction 6) being able to change / start training 7) transferring items between hold and station 8) interacting with agents 9) jumping between systems
etc
The one thing I haven't seen described above (might have missed it) and strikes me as odd is that sometimes I can right click "warp to" and..... nothing happens. When I think I have made a mistake and right click "warp to" again it tells me I can't do that whilst warping. Even though I am not apparently (at least according to what I can see) going anywhere.
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Logic Girl
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Posted - 2006.01.09 15:22:00 -
[56]
I've only been getting lag while jumping, the client seems to take ages to change the local chat channel (particularly if stuff has actually been typed in there, not as bad if everyone's been quiet).
I reckon something that should be done to lessen lag caused by DB queries would be to colour people's names on the local channel in a similar way to in the overview (ie, red name if negative standing, red background if at war). This would stop everyone doing a ShowInfo all the time (means not having to load employment history, big portrait, corp logo, sec status etc etc). This would also mean people's address books would be smaller, and reduce traffic as everyone's buddylist statuses are updated when someone logs.
I know I always do a ShowInfo on everyone whose portrait I don't already have, in case they're an enemy. |

Joshua Foiritain
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Posted - 2006.01.09 15:23:00 -
[57]
When users on the server pass by 20k I get lag lag when I log on, warp, do missions, log off, undock, dock, fit ships, view my wallet, view my inbox, look at my bookmarks, look at the market, activate modules, deactive modules, pretty much everything really.
And no im not joking  -------------
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Calmdown
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Posted - 2006.01.09 15:34:00 -
[58]
Edited by: Calmdown on 09/01/2006 15:35:56 Main culprits are, in order of how bad/often they lag seriously
- Logging In
- Undocking
- Right clicking anything
- Fitting/Unfitting
- Using 'Reload All' in space
- Docking
- Jumping through a gate
- Doing anything anywhere in or around a crowded system
- Doing some things nowhere near a crowded system - when there's 20k players online, the game is just laggy everywhere, it seems to me. Although I dont fly in 0.0.

Zeal Recruitment!
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Trader Klyde
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Posted - 2006.01.09 15:40:00 -
[59]
Pretty much as everyone else has mentioned above.
All "click" functions lag even in systems I'm alone in. Opening any window lags anywhere from 2 to 20 secs, this started getting more noticable post RMR, although I noticed it starting with Cold War. This include P&P,evemail, hangars, etc.
Regardless of whether my mission is in deadspace or not, module activation lags, movement, etc. Docking is fast, but undocking takes from 10 to 45 seconds, regardless of system... much worse in market hubs of course.
________________________________________________ From deep in space where nobody hears my screams... Sometimes in fear, sometimes in anger, mostly just my singing style. |

Par'Gellen
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Posted - 2006.01.09 15:42:00 -
[60]
Edited by: Par''Gellen on 09/01/2006 15:44:34 This lags me every single time I do it without fail and I've heard others yell about lag in local sometimes when I do it.
In a hangar with over 500 items (corp or personal or cargo, doesn't seem to matter) right click and select everything then right click on an item to being up the right click menu for all your selected items. This lags like mad and has sometimes disconnected me. Also, clicking the Strip Fitting button in the Ship Fitting window freezes my game for several seconds. When I do it on a ship with a lot of modules fitted I sometimes get disconnected. This never happened pre-RMR.
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