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Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
114
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Posted - 2014.02.06 02:17:00 -
[1] - Quote
What is the barrier to increasing server response time to every half second instead of every one second?
*This comes to mind after reading some posts earlier today about the delay between the time commands are issued and implemented* http://www.devilswarrior.info/kb |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
114
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Posted - 2014.02.06 02:21:00 -
[2] - Quote
Onictus wrote:Jamwara DelCalicoe Ashley wrote:What is the barrier to increasing server response time to every half second instead of every one second? Nullsec. The servers already struggle over 1000 pilots with a 1Hz tick, exponentially increasing client polling simply won't help
That's a product of design. What network infrastructure would be needed to make it work? http://www.devilswarrior.info/kb |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
114
|
Posted - 2014.02.06 02:27:00 -
[3] - Quote
Mallak Azaria wrote:Jamwara DelCalicoe Ashley wrote:Onictus wrote:Jamwara DelCalicoe Ashley wrote:What is the barrier to increasing server response time to every half second instead of every one second? Nullsec. The servers already struggle over 1000 pilots with a 1Hz tick, exponentially increasing client polling simply won't help That's a product of design. What network infrastructure would be needed to make it work? Likely nothing that currently exists.
You really think so? http://www.devilswarrior.info/kb |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
114
|
Posted - 2014.02.06 02:29:00 -
[4] - Quote
Onictus wrote:Jamwara DelCalicoe Ashley wrote:Onictus wrote:Jamwara DelCalicoe Ashley wrote:What is the barrier to increasing server response time to every half second instead of every one second? Nullsec. The servers already struggle over 1000 pilots with a 1Hz tick, exponentially increasing client polling simply won't help That's a product of design. What network infrastructure would be needed to make it work? Network performance isn't the issue. Raw number of calculations per second is. When you double the polling rate the absolute number of calculations increases to the square. So say you have 400 pilots scapping, and say (totally made up number) that it requires 100,000 calculations a second. This is firing solution, ship vectors, bumping, refits, damage calculations, bonuses going up and down, session calculations, drawing models and what not 100,000 square is 10 billion, its not a linear progression.
So more processing power and memory? I am genuinely ignorant of how CCP runs all this craziness ... not a troll thread, promise :D http://www.devilswarrior.info/kb |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
114
|
Posted - 2014.02.06 02:39:00 -
[5] - Quote
thanks for the Red Storm reference... that's quite a machine http://www.devilswarrior.info/kb |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
114
|
Posted - 2014.02.06 14:10:00 -
[6] - Quote
Pew Terror wrote:Onictus wrote:Jamwara DelCalicoe Ashley wrote:Onictus wrote:Jamwara DelCalicoe Ashley wrote:What is the barrier to increasing server response time to every half second instead of every one second? Nullsec. The servers already struggle over 1000 pilots with a 1Hz tick, exponentially increasing client polling simply won't help That's a product of design. What network infrastructure would be needed to make it work? Network performance isn't the issue. Raw number of calculations per second is. When you double the polling rate the absolute number of calculations increases to the square. So say you have 400 pilots scapping, and say (totally made up number) that it requires 100,000 calculations a second. This is firing solution, ship vectors, bumping, refits, damage calculations, bonuses going up and down, session calculations, drawing models and what not 100,000 square is 10 billion, its not a linear progression. Doubling the calculation frequency is a linear progression... Pay more attention in class.
i think we're square'ing at this point which would not be linear. however, since i'm not mathematically inclined i will leave that debate to the smrt people http://www.devilswarrior.info/kb |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
114
|
Posted - 2014.02.06 14:12:00 -
[7] - Quote
Also, much thanks for all of the constructive feedback ... "you don't know what you don't know" ... as they say in the biz 
I'm glad I asked. o/ http://www.devilswarrior.info/kb |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
117
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Posted - 2014.02.06 17:37:00 -
[8] - Quote
seth Hendar wrote:Deadonstick wrote:I definitely agree this should happen for non-giant population systems. Drone control since the AI patch has been a ***** because it takes a second for your drones to react. not only drones, it happen more and more often that you activate a module and it take a second more to actually activate. when this happen on a gate, where you try to point something, you succesfully ock, you are in range, but the module just doesn't start....... or some odd times, it cycles, but you don't have agression and the tgt still warp out . no stabs involved, talking about shuttles or hictor focus point, also occurs with regular point vs regular ship but then, the wcs is a possibility so hard to tell (well, i'd say if cycle + aggro timer => wcs, if not, server fail). tbh, this is infuriating, to actually point something and see it go anyway because of this tick crap point should apply on same tick as lock if preactivated, you lock it with preactivation, point is applyed 100%
Have you noticed this more since Rubicon 1.1? I remember thinking that there was a twofold delay although the module was preheated ... maybe it wasn't "just me being tired." http://www.devilswarrior.info/kb |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
120
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Posted - 2014.02.10 12:25:00 -
[9] - Quote
I noticed that when my modules were preheated the 1tick-delay was not noticeable at all ... could this be because all of the input was processed at the same time rather than getting target lock and then applying module effect?
... I'm not really sure of the right way to word that ^ ... http://www.devilswarrior.info/kb |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
120
|
Posted - 2014.02.10 18:55:00 -
[10] - Quote
seth Hendar wrote:Jamwara DelCalicoe Ashley wrote:I noticed that when my modules were preheated the 1tick-delay was not noticeable at all ... could this be because all of the input was processed at the same time rather than getting target lock and then applying module effect?
... I'm not really sure of the right way to word that ^ ... just checked, and whther a point is preheated or not, it take at least 2 ticks to actually apply, 1 for lock if lock < 1s (in fact, minimum lock time is 1sec as per the srver tick), then next tick, point apply. wich mean, anything warping under 2 sec is uncatchable, and under 3 sec almost incatchable at a gate (because of the reaction time when he decloack). as now, any ceptor / shuttle / pod (and some fast frig) cannot be catched unless smartbomb / bomb / bubble if the first order given is a "warp to" order (and provided they are still cloacked when order is issued) it is so bad that such fast entitys often show up on overview being 200+ km away @ 3500+ m/s (i.e. already in warp) and yet i have a very good connection, with a 16ms +- ping, i can't imagine the nightmare for AUS or NZ ppl for example, when their ping adds to the reaction time and stuff just for giggle, i tested, and a cynabal flown by a pilot with a full low grade nomad, shield dps fit witha t1 polycarbon rig and a nanofiber align in 1.97s..... so even some cruisers can achieve it  Quote: [Cynabal, test]
4x 425mm AutoCannon II (Barrage M) Medium Energy Neutralizer II
2x Large Shield Extender II Adaptive Invulnerability Field II Warp Disruptor II 10MN Microwarpdrive II
Nanofiber Internal Structure II 2x Gyrostabilizer II Tracking Enhancer II Damage Control II
Medium Polycarbon Engine Housing I 2x Medium Core Defense Field Extender I
KAAAAAAHHNN!!!!!!!!  http://www.devilswarrior.info/kb |
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Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
121
|
Posted - 2014.02.11 11:45:00 -
[11] - Quote
BrundleMeth wrote:Onictus wrote:Jamwara DelCalicoe Ashley wrote:Onictus wrote:Jamwara DelCalicoe Ashley wrote:What is the barrier to increasing server response time to every half second instead of every one second? Nullsec. The servers already struggle over 1000 pilots with a 1Hz tick, exponentially increasing client polling simply won't help That's a product of design. What network infrastructure would be needed to make it work? Network performance isn't the issue. Raw number of calculations per second is. When you double the polling rate the absolute number of calculations increases to the square. So say you have 400 pilots scapping, and say (totally made up number) that it requires 100,000 calculations a second. This is firing solution, ship vectors, bumping, refits, damage calculations, bonuses going up and down, session calculations, drawing models and what not 100,000 square is 10 billion, its not a linear progression. Yes, but if you take the number of quamtum calculations and multiply it by a finite number of idioms, then the resulting equation is equal to the number of server ticks multiplied by the quantum capacitors ability to keep pace with the full cycles of the square root of the hypotinuse. And all this depends on the processing power of the current hardware minus the overhead of the cycles lost in heat generating calculations of the parallel equations...
I wish that I could agree with you ... but I have no idea what you just said. http://www.devilswarrior.info/kb |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
121
|
Posted - 2014.02.11 14:04:00 -
[12] - Quote
seth Hendar wrote:Jamwara DelCalicoe Ashley wrote:KAAAAAAHHNN!!!!!!!!  wut? 
That was a Star Trek reference to the adversarial relationship between JT Kirk and Kahn. The underlying implication is that, like Kirk, I have too many feelz and need to vent my frustration with not having found a way around 2-tick clicking associated with a 1Hz cycle.
*also, thank you for testing my hypothesis! http://www.devilswarrior.info/kb |
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