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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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Reggie Stoneloader
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Posted - 2006.09.05 15:32:00 -
[3]
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.
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LUGAL MOP'N'GLO
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Posted - 2006.09.05 15:41:00 -
[4]
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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Zarch AlDain
Friends of Everyone
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Posted - 2006.09.05 15:56:00 -
[5]
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.
Zarch AlDain
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LUGAL MOP'N'GLO
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Posted - 2006.09.05 16:13:00 -
[6]
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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Norris Neophitus
Minmatar Hidden Agenda
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Posted - 2006.09.05 16:32:00 -
[7]
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
Originally by: Wild Rho -------------------------------------------------------------------------------- I'm not emo, I just hate my life and no one understands me ----------------------------- |

LUGAL MOP'N'GLO
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Posted - 2006.09.05 16:44:00 -
[8]
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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Khalian Shar
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Posted - 2006.09.05 20:09:00 -
[9]
Rendering of models is entirely client side. If ships sustained visible damage, and the information detailing that damage needed to be relayed to each and every person who needed to see that ship, so that said damage could be then rendered by your graphics card for you then THAT would cause lag.
Drone lag is because all who can see that drone need to be informed of every location, direction, velocity and environmental interaction related to it. It basically requires all the same information as a player ship. The actual server has no difficulty in processing this information at all. The problem comes from having to send all this information out to every player who needs it. The server is recieving very little information really. It is sending out a disproportionately massive amount of information though. This is the strain point. This is why when your lag catches up it appears that you have missed a lot of action. Things have 'jumped' and suddenly appear where they should be, regardless of what you have seen on your screen. The game is running fine on the server. You just are not being told what is going on. This could also be packet loss and completely unrelated to anything EVE. ISP and router issues are the culprit usually.
Now as to a solution to this.... Who knows. I have seen this happen with Everquest way back when PoP was released. They implemented several game altering stuff ups in the process. The primary thing they attempted was to reduce the amount of information being sent out to players. To do this they made data 'need only'. Every single thing had to be specifically asked for. If you were not actually looking at or interacting with a mob (mobile object) then you were not told about it. This sucked. What it meant was that if you had a mob in sight and you had recieved all direction related data and then turned your back on it you would stop recieving any data about that mob that did not directly interact with you. Hence when you looked back at it your client would tell you it was at point W because that is where it extrapolated it to be. In actuallity it had changed course and speed and was somewhere else entirely. Upon looking at that mob again you would be updated as to where it really is. This takes 150 - 500ms depending on ping time. This 'phantom' image is refered to as 'ghosting'. Scary is an understatement. EQ also tried ****ing with the mob/effects clip plane. Another failure. I think they basically ended up letting players set everything clip plane and effects related. If you max all settings then you require more data and updates and hence risk more lag. Tune all requirements down so that you only require data for things in a small vicinity and you get better performance. Pretty simple. Forcing their idea of what the settings should be on us all was a huge mistake.
Anyway. Back to drones. The OP's idea may seem valid but in reality will only help if your graphics card sucks.
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LUGAL MOP'N'GLO
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Posted - 2006.09.05 20:24:00 -
[10]
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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MrTripps
Gallente
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Posted - 2006.09.05 20:29:00 -
[11]
I wouldn't mind replacing them, but I don't think it would help. It seems like the lag occurs when processing drone position data and repainting the overview rather then by the graphics engine. The lag interval when launching and recovering drones does seem to be a bit worse after the first Dragon patch.
Sigs? We don't need no steenking sigs... |
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