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LUGAL MOP'N'GLO
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Posted - 2006.09.03 19:12:00 -
[1]
As we all know, drones are a big part of lag. Probably the most detrimental thing that can happen to a player is warping into an area with many ships and their drones launched.
Proposal: Give players the option to turn drone graphics on and off. Why? Who looks at or can even see the drones anyways? X's flying around your ship is what they look like currently anyways, so why not? My guess is that a bunch of X's flying around your ship instead of the actual modelled drones would put much less stress on the connection of the player.
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LUGAL MOP'N'GLO
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Posted - 2006.09.05 15:28:00 -
[2]
So... I'm wondering what people think about this?
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LUGAL MOP'N'GLO
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Posted - 2006.09.05 15:41:00 -
[3]
Originally by: Reggie Stoneloader Would that work? If it would, then by all means add it in, and while you're at it, let us turn off the graphical representation of anchored cans.
I'm pretty sure CCP should be able to implement a client side option to turn off certain models. Its the same idea as disabling sound, turret effects, etc. Just reduces lag even more. I think the only time my game really lags up is when myself and 4 friends have all 5 drones out killing a rat.
Anchored cans is a whole 'nother situation. I say, have them slowly degrade and after 7 days if not maintained (accessed) they pop. Anchoring skill should allow you to extend that period of time by 50% (10% duration boost to anchored can survivability). This would not only get rid of the stupid spam 'join our corp' cans, but also the billions of cans throughout the EVE universe anchored in belts that you know are never used.
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LUGAL MOP'N'GLO
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Posted - 2006.09.05 16:13:00 -
[4]
Originally by: Zarch AlDain To be honest I doubt it would help.
The client won't be rendering the models anyway - most of the extra lag is because you are needing to be informed that all the drones are there.
i.e. 5 players = told about 5 objects.
5 players each with 5 drones and you need to be told about 30 objects.
I think that there is a difference between your client being told there are 30 objects and your client being told there are 30 of these objects here's what they look like etc. When you warp into an area its my belief that at that time everything is built/rendered. That's when the game lags up. Like when you open your bookmarks folder, your game lags up. When you zoom in on a drone there's no lag, because it has already rendered that model.
I guess the question is... Is warping in on 30 drones the same as warping in on 30 X's as far as the client/server relationship is concerned?
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LUGAL MOP'N'GLO
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Posted - 2006.09.05 16:44:00 -
[5]
Originally by: Norris Neophitus Its not the number of objects specifically that causes the lag its the databse keeping track of all the objects moving on the entire nodeif drones are static like sentry drones then they cause less lag, i think the graphics are handled client side.
My answer to lag is to pull out a really big gun and start shooting, especially at the cans full of book marks
K, well put it this way. A system (in a node) can be totally fine in terms of lag. When you warp into a part of space with lots of drones/objects you lag up... Lag (for the most part) seems to be dependent on whats going on in your current sector of visible space, not whats going on in the node. For example, a fleet battle on the same node as you 2 systems away is not going to lag you out (or will it?).
I guess if a database guy or GM would straighten out when and how things happen in the DB it would make things alot easier to figure out. Of course, I would hope that if this would solve problems that they would have already implemented it.
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LUGAL MOP'N'GLO
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Posted - 2006.09.05 20:24:00 -
[6]
Very helpful on understanding why the lag with drones occurs. I thank you and now know... My suggestion is rather moot.
I approve of this message. |
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