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Cheyenne Shadowborn
Caldari Citizens of E.A.R.T.H. E.A.R.T.H. Federation
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Posted - 2007.05.16 09:12:00 -
[1]
Edited by: Cheyenne Shadowborn on 16/05/2007 09:10:05
Originally by: Kaeten I've never really been ineterested in the topic however I'd like ot know abit about why EVE lags in major sausage fests. I know that 1000 players in a fight will lag but just why.
I'f I'm correct the requirments for playing EVE is to have an internet connection of at least 28.5kps modem or whatever so I doubt it is server side. Or?
If there is an official post on the matter please redirect me, thanks.
You can have all the throughput in the world, 28 kbps modem or the fattest line on the planet but you can't eliminate LATENCY. Which is technically the speed of light, plus the time all the network switches from your location to the CCP server add for switching your network packets. Ping a server and watch the response time in milliseconds and you'll see that in action - times two, because the client needs updates from the server and vice versa.
Then, 1000 people in one system means 1000 people on one node (because Eve doesn't seem to scale all that well), which I understand to be one computer. Meaning one computer being busy with all server-side calculations. There's a certain limit to scaling, even multiple CPUs on that one node won't help you that much unless you have very specific situations in your code and written darn good code. So CPU cycles are another limit. Doubling the amount of players in a system doesn't only double your calculations but its more like rising exponentially.
The obvious thing would be to make Eve more scalable by lowering the granularity so that one (or more) grids can run on one node, but I guess that'd be a major rewrite, and it still wouldn't help all that much because most blobs happen in the same grid. Hence CCP's desire to ***** down on blow warfare.
But the main reason for lag of course was your darn Domi ganking my poor Ferox eight months ago. The echoes of this are still causing ripples in the fabric of the Eve servers, causing bad lag. Its all your fault really. Re-balancing my wallet with ISK should help against this lag bubble that surrounds you, although for very arcane and technical reasons that I can't explain here really.  --
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Cheyenne Shadowborn
Caldari Citizens of E.A.R.T.H. E.A.R.T.H. Federation
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Posted - 2007.05.16 09:18:00 -
[2]
Originally by: Nemotal It's pythons fault, the amount of processing that python has to do before you even start doing the work.. is ridiculous.
Doesn't stateless python (which they use) address most of that? Maybe not the time to load the interpretter (which should not be an issue because its not like its starting up and terminating all the time, prolly only does that at downtime for a node) but it makes context switches for threading really fast if done right. Overhead compared to C code should not be as bad as it originally sounds.
Ofc after having seen the client, the "if done right" part is what scares me when it comes to CCP.
They also said they'd convert more time critical stuff to C. --
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Cheyenne Shadowborn
Caldari Citizens of E.A.R.T.H. E.A.R.T.H. Federation
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Posted - 2007.05.16 09:28:00 -
[3]
Originally by: Alakazam a sensible rate. Is this done async'd or synchronized?
I sure hope its async. I like to think that my l33t latency-reducing DSL-modem-buffer-overflow-preventing packet-prioritizing OpenBSD firewall setup gives me some small edge in PvP. It sure does in BF2142.
(Great, now someone will prolly petition me for an exploit by optimizing my side of the network lol). --
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