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Tassi
Infinitus Odium
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Posted - 2007.04.13 23:20:00 -
[1]
hi
79 people slaughtering each other, 1 FPS.
CCP please could you reinforce the nodes of the systems INFOD is operating in? Thank you very very much.
tass
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Akane Miyamoto
Coreli Corporation Corelum Syndicate
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Posted - 2007.04.13 23:34:00 -
[2]
Since when has your framerate been related to network lag?
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Tassi
Infinitus Odium
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Posted - 2007.04.13 23:35:00 -
[3]
I do not care what it is, however, 100% of our fleet had less than 1 fps during the fight.
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Wardog 1
Infinitus Odium
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Posted - 2007.04.13 23:45:00 -
[4]
Sorry 30 v 30 ish and during the entire fight i recieved 46 frames.
I never had this lag before the fleet system was implemented.
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Kaar
Art of War Cult of War
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Posted - 2007.04.13 23:52:00 -
[5]
Originally by: Akane Miyamoto Since when has your framerate been related to network lag?
Since forever
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DubanFP
Caldari Four Rings Myriad Alliance
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Posted - 2007.04.13 23:55:00 -
[6]
Edited by: DubanFP on 13/04/2007 23:53:22 Framerate is based on YOUR computers ability to process the ships. Lag "which is server based" increases the time between when you issue an order to say activate a module or enter warp to when the server gets that message, processes it, and accepts your message. If you're having frame stutter it's because your computer can't handle it, NOT because of the node.
That and reinforcing a node requires the reboot of all of EVE, and that will usually occur either automatically or if the devs know future battles will be faught there. ______________________
Interested? |
Kaar
Art of War Cult of War
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Posted - 2007.04.14 00:01:00 -
[7]
Edited by: Kaar on 13/04/2007 23:58:07
Originally by: DubanFP Edited by: DubanFP on 13/04/2007 23:53:22 Framerate is based on YOUR computers ability to process the ships. Lag "which is server based" increases the time between when you issue an order to say activate a module or enter warp to when the server gets that message, processes it, and accepts your message. If you're having frame stutter it's because your computer can't handle it, NOT because of the node.
And if your client is at 1fps and on the edge of locking up - dont you think that would influence the packets being received from the server?
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Flaming sambuka
Infinitus Odium
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Posted - 2007.04.14 00:08:00 -
[8]
Originally by: DubanFP Edited by: DubanFP on 13/04/2007 23:53:22 Framerate is based on YOUR computers ability to process the ships. Lag "which is server based" increases the time between when you issue an order to say activate a module or enter warp to when the server gets that message, processes it, and accepts your message. If you're having frame stutter it's because your computer can't handle it, NOT because of the node.
That and reinforcing a node requires the reboot of all of EVE, and that will usually occur either automatically or if the devs know future battles will be faught there.
My PC and internet connection are top of the line, i can run anything on max with excellent FPS. I have been in many battles far bigger than this small engagement and had good FPS, its server side not client side.
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lofty29
Athanasius Inc. SMASH Alliance
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Posted - 2007.04.14 00:14:00 -
[9]
God hates INFOD ---
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DubanFP
Caldari Four Rings Myriad Alliance
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Posted - 2007.04.14 00:26:00 -
[10]
2 things 1) Are your members using Ctrl+Alt+Shift+E and Ctrl+Alt+Shift+T to turn off most major effects. --and-- 2) If you're having issues with lag time activating modules it should have no bearing on framerate. If you're using it to show how many people were around then there's not point in saying it as example for server lag since it shouldn't be related. and is pretty much irrellevent to reinforcing the node.
You should know that every day during downtime EVE dymanically allocates systems to nodes. If a system was busy yesterday, today the nodes will be better reinforced. If you have a major fight in a normally barron server, the server will be less capible to handle it. If you have a battle in a major station system that usually has 50 people in it the fight will be better. ______________________
Interested? |
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Lithalnas
Amarr Hadean Drive Yards Archaean Cooperative
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Posted - 2007.04.14 00:32:00 -
[11]
you could ask ccp to put up extra nodes before the fight. ------------- Hadean Drive Yards The EvE inflation, 80 Macro miners, 1.5b isk/day |
Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2007.04.14 00:37:00 -
[12]
"most laggiest"?
God just killed a kitten. I hope you're happy. --------
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Flaming sambuka
Infinitus Odium
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Posted - 2007.04.14 00:40:00 -
[13]
Originally by: Lithalnas you could ask ccp to put up extra nodes before the fight.
So we are supposed to PM the enemy FC and ask him to comeback tomorrow...
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Solbright
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Posted - 2007.04.14 00:57:00 -
[14]
Originally by: Kaar Edited by: Kaar on 13/04/2007 23:58:07
Originally by: DubanFP Edited by: DubanFP on 13/04/2007 23:53:22 Framerate is based on YOUR computers ability to process the ships. Lag "which is server based" increases the time between when you issue an order to say activate a module or enter warp to when the server gets that message, processes it, and accepts your message. If you're having frame stutter it's because your computer can't handle it, NOT because of the node.
And if your client is at 1fps and on the edge of locking up - dont you think that would influence the packets being received from the server?
I'll jump in this one since it's my favorite little crusade.
Quick answer is no. Your PC is quite capable of recieving more network packets while the Eve client is frozen consuming 100% CPU. That's because the drivers and network stack have higher priority than Eve. Even Eve will still be receiving the new data, just that it'll be tucking it away and slowly chewing on it.
As for those that say their PC is top of the line and it runs every other game just fine but Eve has this horrid stutter. I've got no argument with your hardware specs, I'm sure they're great. Problem is any software can be written to bring a CPU to it's knees far easier than to make everything work perfectly together.
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Solbright
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Posted - 2007.04.14 01:06:00 -
[15]
And framerate has never been related to lag except when confused people keep saying it is or there is a serious bug involved that breaks the decoupling.
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Wardog 1
Infinitus Odium
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Posted - 2007.04.14 01:39:00 -
[16]
Originally by: DubanFP
1) Are your members using Ctrl+Alt+Shift+E and Ctrl+Alt+Shift+T to turn off most major effects. --and--
Give us some credit eh :s
Quote: you could ask ccp to put up extra nodes before the fight.
AFAIK that only takes place after dt.
Quote:
"most laggiest"?
God just killed a kitten. I hope you're happy.
English isn't everyones first language. Don't suppose you know the austrian version? Or... german, or dutch, dno what tassi is
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Kaar
Art of War Cult of War
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Posted - 2007.04.14 01:52:00 -
[17]
Originally by: Solbright And framerate has never been related to lag except when confused people keep saying it is or there is a serious bug involved that breaks the decoupling.
Ok now i know this is not the same in eve but in some First Person Shooters network latency is tied into FPS. I remember reading a rather indepth article about it, but that was years ago so I wont even try to throw around technical terms and such.
I think the game in question was the original UT.
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Flaming sambuka
Infinitus Odium
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Posted - 2007.04.14 01:54:00 -
[18]
Originally by: Kaar
Ok now i know this is not the same in eve but in some First Person Shooters network latency is tied into FPS. I remember reading a rather indepth article about it, but that was years ago so I wont even try to throw around technical terms and such.
I think the game in question was the original UT.
And that relates to this thread... how?
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Kaar
Art of War Cult of War
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Posted - 2007.04.14 01:57:00 -
[19]
Originally by: Flaming sambuka
Originally by: Kaar
Ok now i know this is not the same in eve but in some First Person Shooters network latency is tied into FPS. I remember reading a rather indepth article about it, but that was years ago so I wont even try to throw around technical terms and such.
I think the game in question was the original UT.
And that relates to this thread... how?
It relates to the discussion we were having, stop trolling.
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DubanFP
Caldari Four Rings Myriad Alliance
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Posted - 2007.04.14 02:03:00 -
[20]
Edited by: DubanFP on 14/04/2007 02:00:22
Originally by: Kaar
Originally by: Flaming sambuka
Originally by: Kaar
Ok now i know this is not the same in eve but in some First Person Shooters network latency is tied into FPS. I remember reading a rather indepth article about it, but that was years ago so I wont even try to throw around technical terms and such.
I think the game in question was the original UT.
And that relates to this thread... how?
It relates to the discussion we were having, stop trolling.
Actually it doesn't relate to this thread. UT and EVE are built from the ground up completely differently. Like comparing the foundation of a bridge to the foundation of a wooden shack. EVE was built from the ground up for network performance. UT... not so much. ______________________
Interested? |
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Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2007.04.14 02:09:00 -
[21]
Originally by: DubanFP EVE was built from the ground up for network performance. UT... not so much.
How certain are you of that statement. I mean, you know CCP, right? --------
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Kaar
Art of War Cult of War
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Posted - 2007.04.14 02:12:00 -
[22]
Read what i was quoting, Solbright's statement needed a response imo.
And the OP? This isnt even a thread, CCP dont reinforce random nodes. Tassi just likes to post, which I dont mind when they are in that roleplay forum.
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DubanFP
Caldari Four Rings Myriad Alliance
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Posted - 2007.04.14 02:13:00 -
[23]
Edited by: DubanFP on 14/04/2007 02:11:17
Originally by: Patch86
Originally by: Patch86
Originally by: DubanFP EVE was built from the ground up for network performance. UT... not so much.
How certain are you of that statement. I mean, you know CCP, right?
Compared to most games.... CCP does an excellent job. Cause i've seen some REALLY crappy work from certain game developers "won't name names", and as a whole i'm impressed with CCP's devs. ______________________
Interested? |
Druadan
Gallente Aristotle Enterprises Ethereal Dawn
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Posted - 2007.04.14 02:39:00 -
[24]
Edited by: Druadan on 14/04/2007 02:40:54 Framerate is related to lag when the node suddenly gets a lot of data to process and relay to clients. This happens when a lot of people get on the same grid, and increases when a lot of fire is exchanged. EVE won't update the frame until it receives and processes that data. That lot of data is also processed on the clients in terms of tracking shield/armour/hull levels etc. I've flown with 60-man plus fleets and never had a problem. Tonight though, when we exchanged fire, my framerate was best measured in seconds per frame. It didn't appear to us that the opposing side got much lag, because our losses were quick and we got only two of them down. Their testimony says otherwise though and I've no reason to suspect they're lying (aside from the filthy pirateness ), although I didn't realise we were so heavily outnumbered. All of these guys fighting on the same node as empire systems with an active market, and the node has a lot to do. Load-balancing cannot account quick enough for that.
Moar nodes for the nodegod, methinks. __________________________________________________
"A witty saying proves nothing." - Voltaire |
Arria Periclee
Gallente Aristotle Enterprises Ethereal Dawn
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Posted - 2007.04.14 03:33:00 -
[25]
Edited by: Arria Periclee on 14/04/2007 03:31:54 Edited by: Arria Periclee on 14/04/2007 03:31:19 It was frame per minute for me. Now I reckon my computer isn't top of the line. But I saw 4 things there : Enemy fleet uncloaks, ship explodes, pod explodes, back to station (relief). I feel a little bit better knowing Infod and friends got lag as well. Just a little. As for me, it was like reading a comic while on a triple Valium dose. The node got angry, that's a fact. Now listen to The Druadan and nod, please.
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Solbright
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Posted - 2007.04.14 05:05:00 -
[26]
Originally by: Kaar
Originally by: Solbright And framerate has never been related to lag except when confused people keep saying it is or there is a serious bug involved that breaks the decoupling.
Ok now i know this is not the same in eve but in some First Person Shooters network latency is tied into FPS. I remember reading a rather indepth article about it, but that was years ago so I wont even try to throw around technical terms and such.
I think the game in question was the original UT.
Fair call. But you are talking about a LAN based game and an early one at that. I'd imagine they were fretting alot about whether they should have decoupled it. Obviously, they decided on the simpler coding path. Game's that are designed to run over the Internet can't afford that luxury simply because of the longer latency.
The Eve client has to run it's own little world simulation on which it can build the display from. Updates arrive from the server and are added to the client's simulation.
Likewise your commands are sent to the server and are added to it's world simulation. Apon which it will make descisions as to what has changed and send back those updates to the clients.
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Nadjer
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Posted - 2007.04.14 05:13:00 -
[27]
1. shouldn't have to nerf your high end pc to display nintendo graphics
2. fix the lag
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