| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Solbright
|
Posted - 2007.05.06 01:09:00 -
[1]
If anyone actually bothered to watch the level of network traffic Eve generates at their PC they will notice there is basically no polling by the client and no regular updating by the server.
Eve is event oriented, it achieves excellent network efficiency by doing this.
So, say, when you are moving through an asteroid field you see changing distances on your overview to all the asteroids (assuming they are displayed on the overview) but if you look at the network there is no activity at all. Not until you issue a command or something around you changes, like a mining cycle completes.
The point of explaining this is there is no lag caused by regular updates to overview.
What is really happening is the client is just too slow at drawing up the display.
|

Solbright
|
Posted - 2007.05.06 01:20:00 -
[2]
As another example of how slow the code is when someone arrives on the scene you will get an extra stutter. This is for just one ship arriving! Imagine what happens when lots arrive at once.
Now make this a busy area of space like say a POS or gate camp and you have struggling client PCs and a large number of ships arrive ... major stutter! And then the shooting starts, client isn't over the first stutter yet but has to deal with even more events. Long story short you get nothing but a frozen display. Usually resulting in a podding.
None of this is lag.
|

Solbright
|
Posted - 2007.05.07 12:02:00 -
[3]
Originally by: Harisdrop I agree. CCP has made sure not to have bandwidth lag. Its your computer lag. I have a1.8ghz 512ram 128mb 5700 video card my bus speed is 400mhz. I endure local lag based on my specs because the client is working the heck out of my computer. Does this justify the get a better PC remark. Nope I know it can run on my PC and should.
Correct. Your specs are well above the minimum, and even exceeds the recommended except for the GPU but I doubt that's a problem. 3D demands in Eve are pretty average.
Calling it "lag" in any way is confusing. It implies a response time issue. In the case of games/simulations lag is usually network latency related but also covers the verification and prediction processes.
Since this is simply a slow/jittery frontend I prefer the term "stutter".
|

Solbright
|
Posted - 2007.05.07 12:03:00 -
[4]
Originally by: SiJira eve used to have only 50k players
10k online at peak times
And now it's up to 30k peak and the cluster is handling it rather well. The extra hardware has helped but the hard work put in by the devs on optimising the server code I believe is what has really knocked lag on the head.
Why is Eve slower then? Simple, the client codebase is getting more bloated with each addition. Start with something sitting on the edge, make it more complex and you've pushed it well over the edge.
There is many possible places in the client's codepath that could contribute to the stutter. One possible cause could be something like the renderer not caching the geometry and texture data on board the graphics card.
However, there is light at the end of the tunnel. The same optimising effort that went into the server is now under way on the client - your client performance and you - upcoming improvements.
|

Solbright
|
Posted - 2007.05.07 12:40:00 -
[5]
Originally by: Harisdrop My point is that they are not going to stop and might actually make my poor 128mb 5700 graphics card turn to toast.
Very likely indead.
One can hope though. There is a slim chance that they will add some real performance settings that can be switched on for fleet work. This will naturally benefit slower PCs.
|
| |
|