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Benilopax
Gallente Pulsar Combat Supplies Alternative Realities
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Posted - 2008.08.02 15:06:00 -
[1]
I had the pleasure to meet Hammerhead again in Brighton on Tuesday and I asked him all about what CCP were doing about lag.
Some of this stuff is probably already known but after the mnay lag threads and the dreaded Nano > Lag threads I thought it would be wise to state this again for all to see.
So first, and I know this isn't about Lag but its worth mentioning. CCP has split into 3 departments: Outside Station (Spaceships and spacey things), Inside Station (The Market, Ambulation, refining etc etc), Bug fixing and Server (Obvious).
So don't think that anyone who could fix bugs are being wasted on Ambulation it just isn't possible first because theose working on ambulation do not know how to bug fix and second each department concentrates on its own project.
The Server. So Hammerhead told me that the supercomputer server is beng worked on but as you can guess its a huge task to undertake and also its a supercomputer for a computer game so it needs new exciting code and other alterations and the best he could give me is Soon TM.
He also told me how the server will work in the future, basically when you log on you first get placed on a proxy server before being handed to the relavent blade server to your location in the cluster. But soon when you log on, if you are in a station you will log on to the station server, this will include both ambulation and in ship station activities. When you undock or log in in space you will be placed on the in space server, this would help systems like jita where market transactions and high traffic lag out the system.
I found these ideas interesting but one thing that it did not answer is how large battles will be dealt with, I assume it is still an ongoing problem.
Finally, thanks to Hammerhead for chatting to me about the server and the other things and also thanks to CCP for coming to the meet and giving some free stuff to us.
Discuss!
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Ruze
Amarr No Applicable Corporation
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Posted - 2008.08.02 15:23:00 -
[2]
That leads me to an interesing line of thought, and maybe I'm just wishing and hoping and making odd connections here, but:
Could it be that, when ambulation is releases, players docked OR walking around won't be taking up space assets? I.E., some trader doing mass marketing, some new guy refitting his ship, another playing with maps or one wierdo using the LP browser ... could these people be using resources independent from those needed for fleet fights?
Another interesting concept, which I hope to God happens but will probably **** off many a camper or campee ... will being docked in station remove a player from the 'local' channel and display? Man, that would be wonderful, and highly annoying to station campers and those who hide within stations.
"The greatest offense is no defense."
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Splagada
Minmatar Tides of Silence Hydra Alliance
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Posted - 2008.08.02 15:25:00 -
[3]
player controlled shops in jita will have a rent that's already scaring me :p ------
Tides of Silence |

Benilopax
Gallente Pulsar Combat Supplies Alternative Realities
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Posted - 2008.08.02 15:25:00 -
[4]
Interesting points, regarding fleet fights how many people are in stations in 0.0 while battles are raging?
Well they do want to deal with local maybe this is how?
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.08.02 15:35:00 -
[5]
Well the specualtion from teh infiniband thread said that the space server can create an 'instant' node when needed so a battle raging on at one gate in system NV8D-M3 would effect the guys that are refittting ships at one of its pos's in space wont be lagged out by the fight until they warp to the gate.
This still doesnt answer the question of how many ships are able to fight, but at least multipl skirmishes across a system is more viable than it would be before it.
New Ship Idea: Tender Supply Ship, The Logistics Sister |

Benilopax
Gallente Pulsar Combat Supplies Alternative Realities
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Posted - 2008.08.02 15:54:00 -
[6]
Then together these two things could solve the problems, until more people come along and lag out the system.
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Phillis Stein
Caldari 20th Legion Digital Renegades
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Posted - 2008.08.02 15:57:00 -
[7]
Im not experienced in PCs but I always wondered why they dont revert all graphics to polygraphics once a system hits a certain number. Have the ships shown with an just an outline as they did in Elite.
And before ppl say that that would ruin eve for them, no nice graphics etc, in a fleet fight we all zoom out anyway so a loss of graphics wont make any difference to us.
As I said, Im no PC expert so amybe this wouldnt make any difference at all http://www.pixelopia.co.uk/files/signature.jpg |

McDonALTs
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Posted - 2008.08.02 16:07:00 -
[8]
Originally by: Phillis Stein Im not experienced in PCs but I always wondered why they dont revert all graphics to polygraphics once a system hits a certain number. Have the ships shown with an just an outline as they did in Elite.
And before ppl say that that would ruin eve for them, no nice graphics etc, in a fleet fight we all zoom out anyway so a loss of graphics wont make any difference to us.
As I said, Im no PC expert so amybe this wouldnt make any difference at all
They already do. Main issue with fleet lag is
1. Client side Poor UI taking up massive resources. Brackets help reduce this 2. Slow servers
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Ruze
Amarr No Applicable Corporation
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Posted - 2008.08.02 16:12:00 -
[9]
Originally by: McDonALTs
Originally by: Phillis Stein Im not experienced in PCs but I always wondered why they dont revert all graphics to polygraphics once a system hits a certain number. Have the ships shown with an just an outline as they did in Elite.
And before ppl say that that would ruin eve for them, no nice graphics etc, in a fleet fight we all zoom out anyway so a loss of graphics wont make any difference to us.
As I said, Im no PC expert so amybe this wouldnt make any difference at all
They already do. Main issue with fleet lag is
1. Client side Poor UI taking up massive resources. Brackets help reduce this 2. Slow servers
Slow servers? You mean, slow ISP's? Or are you saying that the servers CCP has, the ones that are the 'latest tech not even on the market yet' servers are slow?
"The greatest offense is no defense."
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LaVista Vista
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Posted - 2008.08.02 16:15:00 -
[10]
Originally by: Ruze Or are you saying that the servers CCP has, the ones that are the 'latest tech not even on the market yet' servers are slow?
I will promise you, CCP hasn't got the latest technology on the market.
They haven't even got a real supercomputer yet. Their blade racks(They use IBM blades with Operton cores) are connected with high-end gigabit ethernet, which is slow in terms of super-computing, if not laughable. 
The only "cool" thing they have, is their RAMDisk's. Those are some huge pieces of hardware with tons of RAM 
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Jita Jolene
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Posted - 2008.08.02 16:16:00 -
[11]
I do not know what the 'brackets' mentioned are, curious to know ....
But I do know the client makes at least twice as many calls for server data than are needed. Every market call, people and places, evemail and such should not automatically reload data from the server on a transaction, tab change or simply when the window opens. For me, I would say 2 of every 3 calls to refresh the data are pointless and not what am asking for.
Give us 'refresh' or 'load' buttons on everything. Or the option to pick and choose which would auto-load and which would not. None for me please, thank you! |

TheEndofTheWorld
Republic Military School
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Posted - 2008.08.02 16:32:00 -
[12]
1. CCP fixs lag for 600-1000 man in local. 2. Players start complaining about lag with 1000-2000 in local.
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Doc Fury
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Posted - 2008.08.02 16:35:00 -
[13]
Originally by: Benilopax
The Server. So Hammerhead told me that the supercomputer server is beng worked on but as you can guess its a huge task to undertake and also its a supercomputer for a computer game so it needs new exciting code and other alterations and the best he could give me is Soon TM.
Pics and performance stats related to your testing of this "supercomputer" please CCP (Hammerhead), or it doesn't exist.
The accumulated filth of all their sex and murder will foam up about their waists and all the ho's and politicians will look up and shout 'Save us!' and I'll look down, and whisper 'no.' |

Elektrea
Minmatar SniggWaffe
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Posted - 2008.08.02 16:37:00 -
[14]
Originally by: TheEndofTheWorld 1. CCP fixs lag for 600-1000 man in local. 2. Players start complaining about lag with 1000-2000 in local.
your a tard ----------
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Rakshasa Taisab
Caldari Sane Industries Inc. Ursa Stellar Initiative
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Posted - 2008.08.02 16:39:00 -
[15]
Originally by: Phillis Stein Im not experienced in PCs but I always wondered why they dont revert all graphics to polygraphics once a system hits a certain number. Have the ships shown with an just an outline as they did in Elite.
This is not the lag you are looking for. *Waves hand*
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Ruze
Amarr No Applicable Corporation
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Posted - 2008.08.02 16:40:00 -
[16]
Originally by: TheEndofTheWorld 1. CCP fixs lag for 600-1000 man in local. 2. Players start complaining about lag with 1000-2000 in local.
Truth. Players are going to push the very limits of whatever system you give them. I know of no other game where you see this many active combatants in the same area, with equal graphics or mechanics. Yet players complain. And if you give them more, they'll simply double their fleet sized and complain anew. Useless.
"The greatest offense is no defense."
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Ruze
Amarr No Applicable Corporation
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Posted - 2008.08.02 16:41:00 -
[17]
Originally by: Elektrea
Originally by: TheEndofTheWorld 1. CCP fixs lag for 600-1000 man in local. 2. Players start complaining about lag with 1000-2000 in local.
i'm a tard
Also truth.
"The greatest offense is no defense."
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CCP Hammer

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Posted - 2008.08.02 17:11:00 -
[18]
Originally by: Benilopax So first, and I know this isn't about Lag but its worth mentioning. CCP has split into 3 departments: Outside Station (Spaceships and spacey things), Inside Station (The Market, Ambulation, refining etc etc), Bug fixing and Server (Obvious).
Let me clarify that one a tiny bit. It's not CCP that was split into 3 departments but rather the EVE Software Group that we've grouped into 3 themes. Within those themes the programmers then specialize further.
And to answer another comment that they'll "believe it when they see the hardware" I'd have to say that's the most reasonable reaction to have when faced with these sorts of claims. I will say however that there are a lot of things we need to do on the software side before we reap the benefits of Infiniband and HPC. I'd love it if we could just plug the stuff in and see massive performance gains but that's not how it works.
One final note is that I'm just a game designer and while I have a passing knowledge of the technical stuff mostly through osmosis or lies on Wikipedia I'm no expert by any means and most of it seems like black magic to me. I'm sure many of you out there have more technical questions about this stuff but I'm the wrong guy to ask. I'll see if I can get someone else to comment but no promises.
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Chinger
Caldari Cold Fury Coalition
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Posted - 2008.08.02 17:14:00 -
[19]
Originally by: Ruze
Another interesting concept, which I hope to God happens but will probably **** off many a camper or campee ... will being docked in station remove a player from the 'local' channel and display? Man, that would be wonderful, and highly annoying to station campers and those who hide within stations.
This idea. Now.
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Jim McGregor
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Posted - 2008.08.02 17:14:00 -
[20]
Edited by: Jim McGregor on 02/08/2008 17:15:05 Edited by: Jim McGregor on 02/08/2008 17:14:26
Originally by: CCP Hammer I'll see if I can get someone else to comment but no promises.
Moaaarrr hamsters!!
Thats my comment. Hope everybody is happy with it, I worked on it for quite some time.
---
Originally by: Roguehalo Can you nano Titans?
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Benilopax
Gallente Pulsar Combat Supplies Alternative Realities
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Posted - 2008.08.02 17:19:00 -
[21]
Originally by: CCP Hammer
Originally by: Benilopax So first, and I know this isn't about Lag but its worth mentioning. CCP has split into 3 departments: Outside Station (Spaceships and spacey things), Inside Station (The Market, Ambulation, refining etc etc), Bug fixing and Server (Obvious).
Let me clarify that one a tiny bit. It's not CCP that was split into 3 departments but rather the EVE Software Group that we've grouped into 3 themes. Within those themes the programmers then specialize further.
And to answer another comment that they'll "believe it when they see the hardware" I'd have to say that's the most reasonable reaction to have when faced with these sorts of claims. I will say however that there are a lot of things we need to do on the software side before we reap the benefits of Infiniband and HPC. I'd love it if we could just plug the stuff in and see massive performance gains but that's not how it works.
One final note is that I'm just a game designer and while I have a passing knowledge of the technical stuff mostly through osmosis or lies on Wikipedia I'm no expert by any means and most of it seems like black magic to me. I'm sure many of you out there have more technical questions about this stuff but I'm the wrong guy to ask. I'll see if I can get someone else to comment but no promises.
Thanks Hammer.
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Neth'Rae
Gallente Decorum Inc Tygris Alliance
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Posted - 2008.08.02 17:20:00 -
[22]
Originally by: Elektrea
Originally by: TheEndofTheWorld 1. CCP fixs lag for 600-1000 man in local. 2. Players start complaining about lag with 1000-2000 in local.
your a tard
No you are, this man speaks the truth.. Fleetbattles will just continue to grow in size as the population and alliances grow bigger.
Calling people on the forums "tards" for pointing out that doesn't change anything except that people will think you're the tard..
Request signatures at EVE-GFX |

Thrawnfl
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Posted - 2008.08.02 17:21:00 -
[23]
you forgot to mention everyone's most hated bug/feature, The Desync which ccp says doesn't exist, the one thing that has caused the most deaths of super caps.
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Frug
Repo Industries R.E.P.O.
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Posted - 2008.08.02 17:25:00 -
[24]
Originally by: Thrawnfl you forgot to mention everyone's most hated bug/feature, The Desync which ccp says doesn't exist, the one thing that has caused the most deaths of super caps.
Hate to break it to you, but they have acknowledged its existence and tried to fix it as best they can.
- - - - - - - - - Do not use dotted lines - - - - - - - If you think I'm awesome, say BOOO BOOO!! - Ductoris Neat look what I found - Kreul Hey, my marbles |

Doc Fury
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Posted - 2008.08.02 17:33:00 -
[25]
Edited by: Doc Fury on 02/08/2008 17:34:43
Originally by: CCP Hammer
And to answer another comment that they'll "believe it when they see the hardware" I'd have to say that's the most reasonable reaction to have when faced with these sorts of claims. I will say however that there are a lot of things we need to do on the software side before we reap the benefits of Infiniband and HPC. I'd love it if we could just plug the stuff in and see massive performance gains but that's not how it works.
So... approximately how many lines of code have you guys "done on the software side" so far? In other words, how much EVE server code has already been rewritten for Infiniband?
I'm guessing this stuff is all still up on whiteboards and exists only in the realm of "possibilities" so far.
The accumulated filth of all their sex and murder will foam up about their waists and all the ho's and politicians will look up and shout 'Save us!' and I'll look down, and whisper 'no.' |

Neth'Rae
Gallente Decorum Inc Tygris Alliance
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Posted - 2008.08.02 17:44:00 -
[26]
Originally by: Doc Fury So... approximately how many lines of code have you guys "done on the software side" so far? In other words, how much EVE server code has already been rewritten for Infiniband?
I'm guessing this stuff is all still up on whiteboards and exists only in the realm of "possibilities" so far.
Your guessing doesn't help us a bit, go whine somewhere else or fly over to iceland and show them how to code their software..
Request signatures at EVE-GFX |

Theo Samaritan
Gallente Aliastra
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Posted - 2008.08.02 18:11:00 -
[27]
Thanks for the update. It's nice to have these occasionally. ________________________ Lord WarATron:
"To do the Abaddon Hadoken, you need to do the following manover with the joypad. ↓ .... ↓→ .... → + ● |

bloomich
Caldari In Siders
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Posted - 2008.08.02 18:28:00 -
[28]
Edited by: bloomich on 02/08/2008 18:29:38
Originally by: CCP Hammer
Originally by: Benilopax So first, and I know this isn't about Lag but its worth mentioning. CCP has split into 3 departments: Outside Station (Spaceships and spacey things), Inside Station (The Market, Ambulation, refining etc etc), Bug fixing and Server (Obvious).
Let me clarify that one a tiny bit. It's not CCP that was split into 3 departments but rather the EVE Software Group that we've grouped into 3 themes. Within those themes the programmers then specialize further.
And to answer another comment that they'll "believe it when they see the hardware" I'd have to say that's the most reasonable reaction to have when faced with these sorts of claims. I will say however that there are a lot of things we need to do on the software side before we reap the benefits of Infiniband and HPC. I'd love it if we could just plug the stuff in and see massive performance gains but that's not how it works.
One final note is that I'm just a game designer and while I have a passing knowledge of the technical stuff mostly through osmosis or lies on Wikipedia I'm no expert by any means and most of it seems like black magic to me. I'm sure many of you out there have more technical questions about this stuff but I'm the wrong guy to ask. I'll see if I can get someone else to comment but no promises.
Thanks for the update. I have a question, its a non-technical one, and it would be great if you could give a rough, non-guarenteed answer (since its impossible to predict the future, and I do not want you to give a answer that has some forum warrior accept as biblical scripture).
My question is this - how far, roughly, is CCP through to implementing a solution that will reduce or remove most instences of what we call lag?
I do not expect a exact answer that "lag will be fixed 2011" or anything, just a rough indication of how far along the process you think you are "E.g expect something before ambluation etc etc".
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Miss 10percent
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Posted - 2008.08.02 18:36:00 -
[29]
Originally by: Neth'Rae
Originally by: Elektrea
Originally by: TheEndofTheWorld 1. CCP fixs lag for 600-1000 man in local. 2. Players start complaining about lag with 1000-2000 in local.
your a tard
No you are, this man speaks the truth.. Fleetbattles will just continue to grow in size as the population and alliances grow bigger.
Calling people on the forums "tards" for pointing out that doesn't change anything except that people will think you're the tard..
SO I guess you are alright with terribad lag while fighting in low-sec with 20 vs 20? The lag issues need to be addressed regardless of what limits players may push in deep 0.0.
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Neth'Rae
Gallente Decorum Inc Tygris Alliance
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Posted - 2008.08.02 18:39:00 -
[30]
Originally by: Miss 10percent
Originally by: Neth'Rae
Originally by: Elektrea
Originally by: TheEndofTheWorld 1. CCP fixs lag for 600-1000 man in local. 2. Players start complaining about lag with 1000-2000 in local.
your a tard
No you are, this man speaks the truth.. Fleetbattles will just continue to grow in size as the population and alliances grow bigger.
Calling people on the forums "tards" for pointing out that doesn't change anything except that people will think you're the tard..
SO I guess you are alright with terribad lag while fighting in low-sec with 20 vs 20? The lag issues need to be addressed regardless of what limits players may push in deep 0.0.
But lag will never be fixed if the size of blobs keep growing faster than the server technology and software..
Request signatures at EVE-GFX |

Dantes Revenge
Caldari
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Posted - 2008.08.02 18:44:00 -
[31]
Originally by: Jim McGregor Edited by: Jim McGregor on 02/08/2008 17:19:57
Originally by: CCP Hammer I'll see if I can get someone else to comment but no promises.
Moaaarrr hamsters!!
Thats my comment. Hope everybody is happy with it, I worked on it for quite some time.
The hamsters are outdated and far to slow. We need rats. -- There's a simple difference between kinky and perverted. Kinky is using a feather to get her in the mood. Perverted is using the whole chicken. |

Terminus adacai
Caldari
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Posted - 2008.08.02 18:48:00 -
[32]
I foresee one problem with passing an undocking player over to the space server.... I can see 3-6 minute delays in the undock sequence...
Opinions reflected on my posts are just that, my opinions. They do not reflect views held by my corp or alliance. |

GateScout
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Posted - 2008.08.02 19:04:00 -
[33]
Originally by: Ruze Slow servers? You mean, slow ISP's? Or are you saying that the servers CCP has, the ones that are the 'latest tech not even on the market yet' servers are slow?
Everything is "slow" when you're looking at O(n^2) or, perhaps best case, O(n log(n)).

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Doc Fury
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Posted - 2008.08.02 19:15:00 -
[34]
Originally by: Neth'Rae
Originally by: Doc Fury So... approximately how many lines of code have you guys "done on the software side" so far? In other words, how much EVE server code has already been rewritten for Infiniband?
I'm guessing this stuff is all still up on whiteboards and exists only in the realm of "possibilities" so far.
Your guessing doesn't help us a bit, go whine somewhere else or fly over to iceland and show them how to code their software..
CCP could not afford me. 
I give you 4/10 for a troll attempt though.
The accumulated filth of all their sex and murder will foam up about their waists and all the ho's and politicians will look up and shout 'Save us!' and I'll look down, and whisper 'no.' |

Neth'Rae
Gallente Decorum Inc Tygris Alliance
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Posted - 2008.08.02 19:23:00 -
[35]
Originally by: Doc Fury
Originally by: Neth'Rae
Originally by: Doc Fury So... approximately how many lines of code have you guys "done on the software side" so far? In other words, how much EVE server code has already been rewritten for Infiniband?
I'm guessing this stuff is all still up on whiteboards and exists only in the realm of "possibilities" so far.
Your guessing doesn't help us a bit, go whine somewhere else or fly over to iceland and show them how to code their software..
CCP could not afford me. 
I give you 4/10 for a troll attempt though.
Oh so now I'm the troll? gb2wowforums...
Request signatures at EVE-GFX |

Doc Fury
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Posted - 2008.08.02 19:27:00 -
[36]
Originally by: Neth'Rae
Originally by: Doc Fury
Originally by: Neth'Rae
Originally by: Doc Fury So... approximately how many lines of code have you guys "done on the software side" so far? In other words, how much EVE server code has already been rewritten for Infiniband?
I'm guessing this stuff is all still up on whiteboards and exists only in the realm of "possibilities" so far.
Your guessing doesn't help us a bit, go whine somewhere else or fly over to iceland and show them how to code their software..
CCP could not afford me. 
I give you 4/10 for a troll attempt though.
gb2wowforums...
LOL, I'd be happy to try that, but I've never had an account there, so can I use yours?
The accumulated filth of all their sex and murder will foam up about their waists and all the ho's and politicians will look up and shout 'Save us!' and I'll look down, and whisper 'no.' |

Complete Tart
Gallente
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Posted - 2008.08.02 19:38:00 -
[37]
Originally by: Neth'Rae gb2wowforums...
Says the guy who wants to add wow-like Achievements to Eve 
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Neth'Rae
Gallente Decorum Inc Tygris Alliance
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Posted - 2008.08.02 19:58:00 -
[38]
Originally by: Complete Tart
Originally by: Neth'Rae gb2wowforums...
Says the guy who wants to add wow-like Achievements to Eve 
I was only + serious.. 
Request signatures at EVE-GFX |

Orogaldeo
Amarr Star Horizons Rule of Three
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Posted - 2008.08.02 20:00:00 -
[39]
Originally by: Dantes Revenge The hamsters are outdated and far to slow. We need rats.
and then, we'll see hamsters in asteroid belts and missions... ________________________________
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Kaynard Stormwalker
Caldari Provisions
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Posted - 2008.08.02 20:50:00 -
[40]
Originally by: LaVista Vista
Originally by: Ruze Or are you saying that the servers CCP has, the ones that are the 'latest tech not even on the market yet' servers are slow?
I will promise you, CCP hasn't got the latest technology on the market.
They haven't even got a real supercomputer yet. Their blade racks(They use IBM blades with Operton cores) are connected with high-end gigabit ethernet, which is slow in terms of super-computing, if not laughable. 
The only "cool" thing they have, is their RAMDisk's. Those are some huge pieces of hardware with tons of RAM 
Rofl, gigabit? That can't be right, they should have everything connected with fiber and switches connected via that ultra-fast-port-which-I-forgot-the-name.
Anyway, lastest hardware is expensive as hell...It's obvious they don't have it yet hehe
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ImUrDestiny
Caldari Provisions
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Posted - 2008.08.02 20:58:00 -
[41]
Originally by: Benilopax also thanks to CCP for coming to the meet and giving some free stuff to us.
They are giving out free T2 BPO's again??? 
didn't they learn anything from last time, i mean sjeez!!!
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Ruze
Amarr No Applicable Corporation
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Posted - 2008.08.02 21:01:00 -
[42]
Originally by: ImUrDestiny
Originally by: Benilopax also thanks to CCP for coming to the meet and giving some free stuff to us.
They are giving out free T2 BPO's again??? 
didn't they learn anything from last time, i mean sjeez!!!
Bad joke. Really baaaa-aaad joke ...
"The greatest offense is no defense."
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Jaabaa Prime
Minmatar Quam Singulari
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Posted - 2008.08.02 21:06:00 -
[43]
After all this time, I'm sure that when CCP gets away from their current single core server design to a true clustered multi server multi core design, that EVE will rock eve more.
I'm not a total fan boy BTW, I have had more than a few losses to LAG and node crashes, but after 5 years, I can be sure of 1 thing, we as players, won't find a more dedicated team of developers that really know what is getting on out ****.
So CCP, get your InfiniBand working, the Sol-Servers multi core enabled, dynamic balancing working and make EVE lag a thing of the past.
I know I for one are looking forward to the updated server code, more kills with less lag YARR  --
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Alpha Prime
Destructive Influence Band of Brothers
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Posted - 2008.08.02 21:08:00 -
[44]
Jaabaa Prime!. miss u, old man.
/Hail CA
There is no price on true lojalty
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Layla McScout
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Posted - 2008.08.02 21:45:00 -
[45]
It doesn't matter how much hardware you toss at a shitty code. It will remain a shitty code, aka Python. Perharps calling Monty might remedy the situation a bit.
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bloomich
Caldari In Siders
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Posted - 2008.08.02 22:52:00 -
[46]
Originally by: Layla McScout It doesn't matter how much hardware you toss at a shitty code. It will remain a shitty code, aka Python. Perharps calling Monty might remedy the situation a bit.
Sorry, too many armchair technical specilists around. You could go back and say "program in assembly" for more performance. Then Program in binary etc etc. You have fallen in teh trap of talking about a certain make of sparkplugs being better than another when all the customer wants is a car to drop the kids at school with.
Bottom line, the issue that matters to most eve players is not what language they use or even what server hardward they use. What matters is how long it will take before a solution is acheived to reduce or remove lag?
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Mogren
CCCP INC
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Posted - 2008.08.02 23:06:00 -
[47]
Thanks for the update beni \o/
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Yaris San
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Posted - 2008.08.02 23:19:00 -
[48]
As a new player to Eve I'm amazed by a few things.
1. The ability to check the market while in space. 2. The lack of an auto logout timer for long periods of afk.
It seems that tweaking these 2 points could greatly reduce lag. For example, you need level 5 trading to check the market while not docked and 15 minutes of afk gets you logged off.
I personally thing a lot of people are browsing the market while jumping and that has to cause a lot of server issues. |

McDonALTs
|
Posted - 2008.08.02 23:25:00 -
[49]
Edited by: McDonALTs on 02/08/2008 23:25:31
Originally by: Yaris San As a new player to Eve I'm amazed by a few things.
1. The ability to check the market while in space. 2. The lack of an auto logout timer for long periods of afk.
It seems that tweaking these 2 points could greatly reduce lag. For example, you need level 5 trading to check the market while not docked and 15 minutes of afk gets you logged off.
I personally thing a lot of people are browsing the market while jumping and that has to cause a lot of server issues.
While I am sure that will help, the real issues is caused when people fight. E.G 100 v 100 and everyone gets lagged to hell. Or even 20 v 20 and you have 2 minutes module lag, 10 mins lag or even no lag at all.
Once you see your ship loosing health and you cannot warp out because you ship is already dead, then you relise how bad lag is. Basically each system is sharing with a node. If you have a battle on a empty server(node) then its lower lag. If you have a battle on a node shared with jita, then even 3v3 will get you lagged out. If you go into 0.0 blob wars where its 600 v 600, then you can have upto a hours worth of lag. Seriously, you press your gun and a 30mins to an hour later it updates (unless the server crashes)
Its going to get worse as more players come to eve and as more people migrate to 0.0/FW
|

Dr Slaughter
Minmatar Rabies Inc.
|
Posted - 2008.08.02 23:26:00 -
[50]
Originally by: CCP Hammer I'd love it if we could just plug the stuff in and see massive performance gains but that's not how it works.
Get one of your technical people to get you a 6Ghz Power 6 workstation and re-compile some of your services on it, I'm pretty sure you would see an improvement on your current services performance even before adding infiniband and splitting the sol services up.
The do slightly slower blades that are probably compatible with your existing racks too...
Finally, as Brighton was mentioned, will any of you going to remix uk 08 on 18-19th September?
|

CRUSH BOSS
Caldari BigMek Industries GoonSwarm
|
Posted - 2008.08.03 08:46:00 -
[51]
:Repeat you last, over: -> "I say again, there is NO lag in eve"
:CCP -out-:
We fight for the ONE - We die for the ONE Don't troll in your signature please. -Hango |

Akiama
Gallente Shugotenshi Genkuro
|
Posted - 2008.08.03 11:42:00 -
[52]
The only way to fix fleet warfare is to completely revamp the POS/Sov model as it stands right now.
1. Remove local. 2. Add in deployable/destroyable surveillance networks that can find cloakers. 3. Add additional warp in points from stargates so that all traffic isn't congested in one spot. 4. Create multi-system objectives that must be completed near simultaneously to reduce Sovereignty. |

Joakim Wasyl
Caldari State Protectorate
|
Posted - 2008.08.03 13:00:00 -
[53]
Originally by: Layla McScout It doesn't matter how much hardware you toss at a shitty code. It will remain a shitty code, aka Python. Perharps calling Monty might remedy the situation a bit.
Bit unfair, the code was designed / written 5 years ago when things were very different.
Given a clean sheet and know knowing the problem you can come up with a design that will scale nicely over multiple cores, processors etc and it's not particularly difficult.
CCP's problem though is how to move from what they have know, to any super new design without breaking everything. Any Software guys here will know this is far more difficult than simply starting from scratch.
|

Mire Stoude
Cash Money Brothers R0ADKILL
|
Posted - 2008.08.03 13:59:00 -
[54]
Originally by: Joakim Wasyl
Originally by: Layla McScout It doesn't matter how much hardware you toss at a shitty code. It will remain a shitty code, aka Python. Perharps calling Monty might remedy the situation a bit.
Bit unfair, the code was designed / written 5 years ago when things were very different.
Given a clean sheet and know knowing the problem you can come up with a design that will scale nicely over multiple cores, processors etc and it's not particularly difficult.
CCP's problem though is how to move from what they have know, to any super new design without breaking everything. Any Software guys here will know this is far more difficult than simply starting from scratch.
That leaves one answer then... Shut down the game for 6 months and release Eve 2: The Search for More Hampsters
|

August Guns
Minmatar Infinite ISK
|
Posted - 2008.08.03 15:12:00 -
[55]
Originally by: TheEndofTheWorld 1. CCP fixs lag for 600-1000 man in local. 2. Players start complaining about lag with 1000-2000 in local.
I think it wouldn't be the local count that mattered anymore; it'd be the number of people on the same grid or station as you. August Guns |

Kerfira
|
Posted - 2008.08.03 15:43:00 -
[56]
Originally by: Benilopax So don't think that anyone who could fix bugs are being wasted on Ambulation it just isn't possible first because theose working on ambulation do not know how to bug fix and second each department concentrates on its own project.
There is an easy solution to this....
Fire Ambulation department. Hire bug-hunters/game-developers!
There! Problem solved!
Not saying it SHOULD be done, but the 'excuse' that the resources spent on ambulation could not be used on more pressing issues is not based on reality! Instead of hiding behind this 'excuse', CCP should just say "These are our priorities. This is how its going to be!"....
Originally by: CCP Wrangler EVE isn't designed to just look like a cold, dark and harsh world, it's designed to be a cold, dark and harsh world.
|

Ruze
Amarr No Applicable Corporation
|
Posted - 2008.08.03 15:50:00 -
[57]
Originally by: Kerfira
Originally by: Benilopax So don't think that anyone who could fix bugs are being wasted on Ambulation it just isn't possible first because theose working on ambulation do not know how to bug fix and second each department concentrates on its own project.
There is an easy solution to this....
Fire Ambulation department. Hire bug-hunters/game-developers!
There! Problem solved!
Not saying it SHOULD be done, but the 'excuse' that the resources spent on ambulation could not be used on more pressing issues is not based on reality! Instead of hiding behind this 'excuse', CCP should just say "These are our priorities. This is how its going to be!"....
But they have. The fact that players aren't HAPPY with that decision is what this post is about. Me, personally? I'm happy that CCP hasn't dug itself into the same rut other mmo's have. EvE is expanding on multiple fronts. It's code is being overhauled. It's technology is being updated. And the concept and premise of the entire game is expanding, with introducing Ambulation, more PvE content, FW, etc, etc.
Some compare EvE's changes to SWG, but they are missing some crucial data: CCP isn't taking away from EvE, they are adding to. SWG took away the internal structure of the game and made a new game entirely. CCP is just adding more. More areas to play, more adventures for those who choose to play differently, and more reasons for new players to join.
Just because we think we know better, doesn't mean CCP should go changing their ways just to fill our bill. Thank GOD for that. Else EVERY stupid know-it-all and forumwh*re would be able to dictate a companies actions.
"The greatest offense is no defense."
|

ElCoCo
KIA Corp KIA Alliance
|
Posted - 2008.08.03 16:11:00 -
[58]
For the last 2 years the lag problem makes me a sad panda only by having the same things happen over and over. -Not so big battle (like 30vs30) happens in a system that doesn't normaly get any action and is connected to a random, fairly loaded node... we all go wtf? We can't do even that nowadays? -Big-ish battle happens to a core (or not) system of a certain alliance.... things go caboom, players get frustrated, server's load distrubution routine thingy takes too long (days) to "decide" it should put more juice in that system and by the time it does, there are 800ppl there making it impossible to make a difference.
Am I doing this right?
So Hammer... dynamic load balancing... when?  Boink! |

Shintai
Gallente Balad Naran Orbital Shipyards
|
Posted - 2008.08.03 17:52:00 -
[59]
The hamsters want Nehalem cores aswell with trichannel memory! That would yield a high brute force part.
--------------------------------------
Abstraction and Transcendence: Nature, Shintai, and Geometry |

bloomich
Caldari In Siders
|
Posted - 2008.08.03 18:40:00 -
[60]
With Ambulation, the second life crowd will come to eve and also a lot of people who gave up eve because they could not have much feelings for a bit of metal.
Back to point, with greater numbers, a plan must eb in place to handle epic battles, because todays carebears are tommorows 0.0/fw pvpers as people migrate ever day.
600v600 battles are not impossible. Its more a case of how long we have to wait before they become a reality. Is this reality going to be 5 years away? 5 months away? 50 years away?
|

Kerfira
|
Posted - 2008.08.03 19:00:00 -
[61]
Edited by: Kerfira on 03/08/2008 19:03:06
Originally by: bloomich 600v600 battles are not impossible. Its more a case of how long we have to wait before they become a reality. Is this reality going to be 5 years away? 5 months away? 50 years away?
The problem is the non-linear amount of load created for larger blobs.
Even if CCP doubled the amount of processing a single node oculd do, it might only mean a 40% increase in possible number of battle participants.
Let's say the load is quadratic. This means that X players generate X*X load. Lets take an example of 200 players. This gives a load of 200*200 = 40000. Double that and take the square root, and you get: SQRT(2*40000) = 283 (rounded up) So a doubling of the node capacity meant an increase of 41.5% in participant number.
Add to that the problem that less lag will just lead to bigger blobs until we lag out again. What is needed is a change in game mechanics to discourage blobbing, and nobody has yet figured out what it is....
PS: Incidentally, if 200 people in a battle is what a node can handle today, it would take a 36-fold increase in node processing power to get to the 1200 people you use in your example 
Originally by: CCP Wrangler EVE isn't designed to just look like a cold, dark and harsh world, it's designed to be a cold, dark and harsh world.
|

Jimer Lins
Gallente Federation Fleet New Eden Research
|
Posted - 2008.08.03 20:11:00 -
[62]
Originally by: Kerfira
Originally by: Benilopax So don't think that anyone who could fix bugs are being wasted on Ambulation it just isn't possible first because theose working on ambulation do not know how to bug fix and second each department concentrates on its own project.
There is an easy solution to this....
Fire Ambulation department. Hire bug-hunters/game-developers!
There! Problem solved!
Not saying it SHOULD be done, but the 'excuse' that the resources spent on ambulation could not be used on more pressing issues is not based on reality! Instead of hiding behind this 'excuse', CCP should just say "These are our priorities. This is how its going to be!"....
You're correct that those are CCP's priorities. You're incorrect in your assumption that software development works that way. You can't just move resources to another project and have it scale up.
In fact, doing so purely in the hopes of getting things done better or faster is one of the classic blunders of software development and almost always leads to failure.
|

Kerfira
|
Posted - 2008.08.03 22:54:00 -
[63]
Edited by: Kerfira on 03/08/2008 22:55:43
Originally by: Jimer Lins
Originally by: Kerfira My post...
You're correct that those are CCP's priorities. You're incorrect in your assumption that software development works that way. You can't just move resources to another project and have it scale up.
In fact, doing so purely in the hopes of getting things done better or faster is one of the classic blunders of software development and almost always leads to failure.
It can't be done immediately of.c., but on a 6-month scale it is feasible. If CCP had not used any resources on WiS from the start (this was more than 6 months ago IIRC), but routed the money to bug-fixing/game-dev instead, it would have started to make an impact by now.
Also if your development methods are right (scrum, XP or other agile methods, and you actually follow their intent not just the formal stuff), you can actually achieve something close to linear scalability of software development. It's not easy, it's not common, but it can be done...
CCP has made their priorities though, and whether we agree or not are beside the point (I couldn't care less about WiS for example and wish they'd spent the money on the part of the game I like). My main point was that the excuse used isn't a valid excuse over the timescale of the WiS project.
Originally by: CCP Wrangler EVE isn't designed to just look like a cold, dark and harsh world, it's designed to be a cold, dark and harsh world.
|

HotSeat
Black Omega Security Pandemic Legion
|
Posted - 2008.08.05 11:20:00 -
[64]
200 vs 200, 600 vs 600 ..... Sorry CCP, 100 vs 100 doesn't work.
Have you put 100 people on a gate, and try to get anyone to jump in and not lag die?
This is why we are screaming about the speed nerf. In current code state, you can fly away at high speed well loading grid, most of the time (not always by any means)
Forget 600 vs 600 for now, just get current code working so that you don't appear in space until your client has loaded grid.
Don't claim "not possible", I've developed several of the first MMO's and would be glad to explain how.
Sov 4 is nothing compared to the Power of the Grief !! |

J'Mkarr Soban
Amarr Proxenetae Invicti
|
Posted - 2008.08.05 11:37:00 -
[65]
See, this is useful information - very. It's more general, and talks about fixes to effects caused. Maybe a dev blog on this would be good around now, to go into more depth about it? What the problem is (technically if necessary), possible solutions to fix it, and the expected result of those changes. The first part of explaining what lag is and what causes it is perhaps the most important part of this - most people don't have a clue, and offer the most ridiculous solutions for it, and refuse to accept the word of real-life networkers, server admins, and DBAs about what the real causes are. We end up getting called a whole lot of nasty words, and no-one listens because we're not CCP.
-- These are my personal views and in no way represent the views of Proxenetae Invicti, which maintains a neutral stance stemming from the strong ethics demanded of its work. |

Sal Alo
Minmatar Sebiestor tribe
|
Posted - 2008.08.05 12:06:00 -
[66]
Originally by: HotSeat 200 vs 200, 600 vs 600 ..... Sorry CCP, 20vs20 doesn't work.
fixed (sadly)
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
|
Posted - 2008.08.05 12:13:00 -
[67]
Edited by: Lord WarATron on 05/08/2008 12:15:46
Originally by: Kerfira Edited by: Kerfira on 03/08/2008 19:03:06
Originally by: bloomich 600v600 battles are not impossible. Its more a case of how long we have to wait before they become a reality. Is this reality going to be 5 years away? 5 months away? 50 years away?
The problem is the non-linear amount of load created for larger blobs.
Even if CCP doubled the amount of processing a single node oculd do, it might only mean a 40% increase in possible number of battle participants.
Let's say the load is quadratic. This means that X players generate X*X load. Lets take an example of 200 players. This gives a load of 200*200 = 40000. Double that and take the square root, and you get: SQRT(2*40000) = 283 (rounded up) So a doubling of the node capacity meant an increase of 41.5% in participant number.
Add to that the problem that less lag will just lead to bigger blobs until we lag out again. What is needed is a change in game mechanics to discourage blobbing, and nobody has yet figured out what it is....
PS: Incidentally, if 200 people in a battle is what a node can handle today, it would take a 36-fold increase in node processing power to get to the 1200 people you use in your example 
Your math is wrong. 200*200? Your logic is wrong. "Lets not improve seating at this busy restaraunt because then more people will come"?
For all you know, the server received 200 updates a tick from the 200 people, and then sends 1 update to each of these 200 people. So thats 400 updates per tick, not 200*200. Its only 200*200 if you are some student in univeristy who thinks he knows it all without having spend 1 day working in the real world. Of course thats simplified because I do not know who CCP do it. But neither do you.
And the logic of not wanting ccp to improve to be able to handle more people? Seriously?
The only question is not technical ones. Trust me on this. The solution is if CCP have a plan to solve lag and how how they think it will be until they implement a solution they think is best to handle fleet battles. --
Billion Isk Mission |

Forge Lag
|
Posted - 2008.08.05 12:29:00 -
[68]
Originally by: Lord WarATron For all you know, the server received 200 updates a tick from the 200 people, and then sends 1 update to each of these 200 people. So thats 400 updates per tick, not 200*200.
In real world matrix operation are done in constant time. Heck in real world simple addition computes in constant time. Sure. Up to certain size.
|

Kerfira
|
Posted - 2008.08.05 12:30:00 -
[69]
Edited by: Kerfira on 05/08/2008 12:34:09
Originally by: Lord WarATron
Originally by: Kerfira My post
Your math is wrong. 200*200? Your logic is wrong. "Lets not improve seating at this busy restaraunt because then more people will come"?
For all you know, the server received 200 updates a tick from the 200 people, and then sends 1 update to each of these 200 people. So thats 400 updates per tick, not 200*200. Its only 200*200 if you are some student in univeristy who thinks he knows it all without having spend 1 day working in the real world. Of course thats simplified because I do not know who CCP do it. But neither do you.
And the logic of not wanting ccp to improve to be able to handle more people? Seriously?
The only question is not technical ones. Trust me on this. The solution is if CCP have a plan to solve lag and how how they think it will be until they implement a solution they think is best to handle fleet battles.
You're reading my post WAY wrong  I am NOT arguing that CCP shouldn't do anything about performance. I'm simply analysing some of the background.
The 'non-linear' bit comes from a CCP dev some time back (can't remember who or where, but I think it was in the infiniband thread) who said it was exponential. I used a cubed complexity because it is an easy one to use. It is probably not exactly right, but the principle holds.
To be clear.... I WANT large fleet battles to be possible, and I WANT CCP to continue to improve the server performance! What I was commenting on was that it might not be as easy as it seems to do so.
Personally I don't like resources being spent on things like ambulation when it could be spent on other more important (to me and probably you too) issues (like lag improvements), but that's not my call to make.
PS: You know as well as I do that if the server can handle 200, people will blob with 300. This isn't going to change even if the servers can handle 300, in which case people will bring 450.
Originally by: CCP Wrangler EVE isn't designed to just look like a cold, dark and harsh world, it's designed to be a cold, dark and harsh world.
|

Tarminic
24th Imperial Crusade
|
Posted - 2008.08.05 13:26:00 -
[70]
Originally by: Lord WarATron Your math is wrong. 200*200? Your logic is wrong. "Lets not improve seating at this busy restaraunt because then more people will come"?
For all you know, the server received 200 updates a tick from the 200 people, and then sends 1 update to each of these 200 people. So thats 400 updates per tick, not 200*200. Its only 200*200 if you are some student in univeristy who thinks he knows it all without having spend 1 day working in the real world. Of course thats simplified because I do not know who CCP do it. But neither do you.
Collision detection - it's usually O(N^2)/2 and there's no easy way to optimize it further. ---------------- Play EVE: Downtime Madness v0.83 (Updated 7/3) |

Lord WarATron
Amarr Black Nova Corp Band of Brothers
|
Posted - 2008.08.05 13:47:00 -
[71]
Originally by: Tarminic
Originally by: Lord WarATron Your math is wrong. 200*200? Your logic is wrong. "Lets not improve seating at this busy restaraunt because then more people will come"?
For all you know, the server received 200 updates a tick from the 200 people, and then sends 1 update to each of these 200 people. So thats 400 updates per tick, not 200*200. Its only 200*200 if you are some student in univeristy who thinks he knows it all without having spend 1 day working in the real world. Of course thats simplified because I do not know who CCP do it. But neither do you.
Collision detection - it's usually O(N^2)/2 and there's no easy way to optimize it further.
Does that make it impossible to play eve? Does that dictate how long it will be before CCP releases a solution to lag?
You can run collion detection with 400 objects on CPU power of a mordern day calculator with more accuracy than you get in eve currently, but of course, we are not comparing apples with apples there.
The issue is not that technical to be honest. it is not Computing issues that are relevant for university classes but not so relevant in real life, it is about finding out when a solution will be out and how far cpp are to implmenting one
Its like saying how long till we implement something that we think can break the speed of sound, rather than come up with various shockwave theories. --
Billion Isk Mission |

Pan Crastus
Anti-Metagaming League
|
Posted - 2008.08.05 14:09:00 -
[72]
Originally by: Tarminic
Originally by: Lord WarATron Your math is wrong. 200*200? Your logic is wrong. "Lets not improve seating at this busy restaraunt because then more people will come"?
For all you know, the server received 200 updates a tick from the 200 people, and then sends 1 update to each of these 200 people. So thats 400 updates per tick, not 200*200. Its only 200*200 if you are some student in univeristy who thinks he knows it all without having spend 1 day working in the real world. Of course thats simplified because I do not know who CCP do it. But neither do you.
Collision detection - it's usually O(N^2)/2 and there's no easy way to optimize it further.
That makes it very simple to:
a) implement for 1000s of objects on modern servers b) parallelize
Reminder: phyics simulation done in Flash for 500 objects (press "5" key) with collision detection etc. ...
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
|

Tarminic
24th Imperial Crusade
|
Posted - 2008.08.05 14:15:00 -
[73]
Originally by: Pan Crastus That makes it very simple to:
a) implement for 1000s of objects on modern servers b) parallelize
Reminder: phyics simulation done in Flash for 500 objects (press "5" key) with collision detection etc. ...
Please, expand upon how you can optimize collision detection for consistently better performance than O(N^2)/2 in EVE's battles. Also, could you show me a similar application using 3D collision detection instead of 2D collision detection? ---------------- Play EVE: Downtime Madness v0.83 (Updated 7/3) |

LordCom
|
Posted - 2008.08.05 14:18:00 -
[74]
why they don't disconnect people who have 30 min of inactivity ? it's easy no ?
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Pan Crastus
Anti-Metagaming League
|
Posted - 2008.08.05 14:51:00 -
[75]
Edited by: Pan Crastus on 05/08/2008 14:52:42
Originally by: Tarminic
Originally by: Pan Crastus That makes it very simple to:
a) implement for 1000s of objects on modern servers b) parallelize
Reminder: phyics simulation done in Flash for 500 objects (press "5" key) with collision detection etc. ...
Please, expand upon how you can optimize collision detection for consistently better performance than O(N^2)/2 in EVE's battles.
You don't have to, because O(N^2)/2 is fine. Just because it doesn't have linear complexity, it doesn't mean it can't run in reasonable time with N=1000 or N=10000. Quicksort has O(N^2) in the worst case, go and test it with a worst case example and N=10000. And then please come back and argue that collision detection is what makes EVE slow because it's O(N^2) ...
Quote:
Also, could you show me a similar application using 3D collision detection instead of 2D collision detection?
Why? Same complexity and the Flash example does not only collision detection, but also rigid body simulation (imagine EVE with 500 ships bumping each other.. nowdays you get desyncs with 5 ships).
I really don't know what you are trying to do. Earn CCP apologetism points? You know very well that we could get a 16x increase in "computation" performance easily if CCP cared to make their code multithreaded and buy a few servers with 16 cores, as everything in EVE is perfectly suited to parallelization. By your own arguments (O(N^2) etc.) that would mean 400x400 battles with the lag we get in 100x100 today, or 100x100 battles with today's lag with 25x25.
Now for the networking issues that CCP undoubtedly has, I don't know enough to argue. All I can observe is that some people get huge latencies and others don't, so somehow I doubt that computation is the bottleneck always (or would the server treat entities on the same grid so unfairly regarding computation?). So my theory is that some of their uplinks get saturated quickly and others don't.
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
|

Pan Crastus
Anti-Metagaming League
|
Posted - 2008.08.05 14:52:00 -
[76]
Originally by: LordCom why they don't disconnect people who have 30 min of inactivity ? it's easy no ?
What makes you think that they cause lag? They contribute the least to it ...
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
|

Tarminic
24th Imperial Crusade
|
Posted - 2008.08.05 15:11:00 -
[77]
Originally by: Pan Crastus You don't have to, because O(N^2)/2 is fine. Just because it doesn't have linear complexity, it doesn't mean it can't run in reasonable time with N=1000 or N=10000. Quicksort has O(N^2) in the worst case, go and test it with a worst case example and N=10000. And then please come back and argue that collision detection is what makes EVE slow because it's O(N^2)
I think that when it comes to lag created by server processing (as opposed to lag created by distributing the information, which is a different subject) that collision detection is the largest chunk of it because it's the only component that scales up at that complexity. Everything else scales linearly as far s I know. Yes, I am making an assumption, but I think it's a reasonable one.
Quote:
Quote:
Also, could you show me a similar application using 3D collision detection instead of 2D collision detection?
Why? Same complexity and the Flash example does not only collision detection, but also rigid body simulation (imagine EVE with 500 ships bumping each other.. nowdays you get desyncs with 5 ships).
A larger coefficient can have a significant performance impact, especially near the upper limit what the underlying hardware is capable of. That's true though, it wouldn't affect the O(N) complexity.
Quote: You know very well that we could get a 16x increase in "computation" performance easily if CCP cared to make their code multithreaded and buy a few servers with 16 cores, as everything in EVE is perfectly suited to parallelization. By your own arguments (O(N^2) etc.) that would mean 400x400 battles with the lag we get in 100x100 today, or 100x100 battles with today's lag with 25x25.
And you know very well that unless you we have inside information there's no way to know what CCP's doing with their server code and how much they "care." Are you aware of any MMO with multithreaded server code (it would make an interesting case study, at least)?
Quote: Now for the networking issues that CCP undoubtedly has, I don't know enough to argue. All I can observe is that some people get huge latencies and others don't, so somehow I doubt that computation is the bottleneck always (or would the server treat entities on the same grid so unfairly regarding computation?). So my theory is that some of their uplinks get saturated quickly and others don't.
Extremely difficult to say given that we don't know much about their network. I can't do much other than shrug, as much as I enjoy theorycrafting.  ---------------- Play EVE: Downtime Madness v0.83 (Updated 7/3) |

LordCom
|
Posted - 2008.08.05 15:11:00 -
[78]
Edited by: LordCom on 05/08/2008 15:11:52 Edited by: LordCom on 05/08/2008 15:11:36
Originally by: Pan Crastus
Originally by: LordCom why they don't disconnect people who have 30 min of inactivity ? it's easy no ?
What makes you think that they cause lag? They contribute the least to it ...
in jita 600 connected , about 200 inactive so :
- local 600-->400 so 200 less pepole to load in each client. - overview less pepole to load. - database less connexion - less bandwidth on serveur - less cpu need for calculate move of ship
All MMORPG works like that, why eve don't.
ps : sorry for my english (i'm french)
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Virida
Mindstar Technology The Kano Organisation
|
Posted - 2008.08.05 15:16:00 -
[79]
Originally by: Lord WarATron
Originally by: Tarminic
Originally by: Lord WarATron Your math is wrong. 200*200? Your logic is wrong. "Lets not improve seating at this busy restaraunt because then more people will come"?
For all you know, the server received 200 updates a tick from the 200 people, and then sends 1 update to each of these 200 people. So thats 400 updates per tick, not 200*200. Its only 200*200 if you are some student in univeristy who thinks he knows it all without having spend 1 day working in the real world. Of course thats simplified because I do not know who CCP do it. But neither do you.
Collision detection - it's usually O(N^2)/2 and there's no easy way to optimize it further.
Does that make it impossible to play eve? Does that dictate how long it will be before CCP releases a solution to lag?
You can run collion detection with 400 objects on CPU power of a mordern day calculator with more accuracy than you get in eve currently, but of course, we are not comparing apples with apples there.
The issue is not that technical to be honest. it is not Computing issues that are relevant for university classes but not so relevant in real life, it is about finding out when a solution will be out and how far cpp are to implmenting one
Its like saying how long till we implement something that we think can break the speed of sound, rather than come up with various shockwave theories.
The average mmorpg also uses half its cpu time running pathfinding, and thereunder, collision detection. Even if there is some extremely bad pathing in EVE's asteroid belts sometime, im happy with it as it is, if it make EVE stay different from EQ and WOW. 
PS: anyone who read this tread who know multicore programming with the requirements EVE have, ccp seem to look for people to help with the task. 
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Tarminic
24th Imperial Crusade
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Posted - 2008.08.05 15:19:00 -
[80]
Originally by: Virida The average mmorpg also uses half its cpu time running pathfinding, and thereunder, collision detection. Even if there is some extremely bad pathing in EVE's asteroid belts sometime, im happy with it as it is, if it make EVE stay different from EQ and WOW. 
Yeah...I don't think that much computational time is used for pathfinding in EVE. 
Anyways, when it comes down to it this is all just theorycrafting, we should probably just agree to disagree.  ---------------- Play EVE: Downtime Madness v0.83 (Updated 7/3) |

Pan Crastus
Anti-Metagaming League
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Posted - 2008.08.05 15:22:00 -
[81]
Originally by: Tarminic
And you know very well that unless you we have inside information there's no way to know what CCP's doing with their server code and how much they "care." Are you aware of any MMO with multithreaded server code (it would make an interesting case study, at least)?
You must be kidding... If low-budget projects like vendetta online can write their server code in Erlang, it's safe to assume that any project leader who has been responsible for MMO development in the past 3-4 years and hasn't taken care to make it mulithreaded (or let's say "scaleable on SMP systems" because you don't need "threads" [kinda implies POSIX-style shared-data threading], Erlang-style lightweight processes will do), would probably get booted unless the producer is a moron.
Quote:
Quote: Now for the networking issues that CCP undoubtedly has, I don't know enough to argue. All I can observe is that some people get huge latencies and others don't, so somehow I doubt that computation is the bottleneck always (or would the server treat entities on the same grid so unfairly regarding computation?). So my theory is that some of their uplinks get saturated quickly and others don't.
Extremely difficult to say given that we don't know much about their network. I can't do much other than shrug, as much as I enjoy theorycrafting. 
Even if they can't solve their bugs and bottlenecks, they could at least take care to make the lag more even ... It sucks to hear people playing fine on TS while half the fleet can do nothing for 15 minutes.
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
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Pan Crastus
Anti-Metagaming League
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Posted - 2008.08.05 15:24:00 -
[82]
Originally by: Tarminic
And you know very well that unless you we have inside information there's no way to know what CCP's doing with their server code and how much they "care."
As for that part, it's obvious from recent Dev responses that it's not on their short-term plan to take advantage of multiple cores/CPUs because it's... um... non-trivial ... and I suppose it's easier to replace ****ed-off 2003 players with new cannon fodder (it just costs money and you don't need to think hard).
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
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Tarminic
24th Imperial Crusade
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Posted - 2008.08.05 15:30:00 -
[83]
Originally by: Pan Crastus You must be kidding... If low-budget projects like vendetta online can write their server code in Erlang, it's safe to assume that any project leader who has been responsible for MMO development in the past 3-4 years and hasn't taken care to make it mulithreaded (or let's say "scaleable on SMP systems" because you don't need "threads" [kinda implies POSIX-style shared-data threading], Erlang-style lightweight processes will do), would probably get booted unless the producer is a moron.
In the past 3-4 years, obviously, but at this point CCP would be rewriting their server code to properly multi-thread in chunks instead of building it from the ground up, which is a bit more difficult. Of course, we can blame them for not writing it that way in the first place...
Quote: Even if they can't solve their bugs and bottlenecks, they could at least take care to make the lag more even ... It sucks to hear people playing fine on TS while half the fleet can do nothing for 15 minutes.
God knows why that is. I know that server processing favors entities already in the system vs. entities entering the system but that's about all I know. I haven't been in enough situations like that to even come up with a theory. ---------------- Play EVE: Downtime Madness v0.83 (Updated 7/3) |

TheG2
Gallente Dirty Rotten Scoundrels
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Posted - 2008.08.05 15:38:00 -
[84]
Valve and TF2 are perfect examples of how difficult it is to code for Dual Core.
I'm a developer, I'm prepared to give CCP years of slack.
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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2008.08.05 15:40:00 -
[85]
Edited by: Ranger 1 on 05/08/2008 15:41:09
Originally by: HotSeat 200 vs 200, 600 vs 600 ..... Sorry CCP, 100 vs 100 doesn't work.
Have you put 100 people on a gate, and try to get anyone to jump in and not lag die?
This is why we are screaming about the speed nerf. In current code state, you can fly away at high speed well loading grid, most of the time (not always by any means)
Forget 600 vs 600 for now, just get current code working so that you don't appear in space until your client has loaded grid.
Don't claim "not possible", I've developed several of the first MMO's and would be glad to explain how.
You have to love classic posts like this.
Could you please direct me to the "first MMO's you've developed" so that we can check the technical info for your name?
No?

Those that "can".... "do".... Those that "can't" make posts claiming they "can"...
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Pan Crastus
Anti-Metagaming League
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Posted - 2008.08.05 15:56:00 -
[86]
Edited by: Pan Crastus on 05/08/2008 16:05:05
Originally by: TheG2 Valve and TF2 are perfect examples of how difficult it is to code for Dual Core.
I'm a developer, I'm prepared to give CCP years of slack.
What exactly makes TF2 a good example for how hard it is to code a MMOG? That's like saying Duke Nukem Forever is a perfect example of how difficult it is to write a 3D FPS ...
BTW. noone in their right mind would code for "dual core" nowdays when people are buying quad core left and right. I'm quite sure that the major 3d engines already make use of several cores (heck even the nvidia drivers do), so on the client side, it's not an issue and on the server side anything that scales to less than 8 cores or so is not worth bothering with (i.e. scale to 32+ cores on one system and hope or do it right and make it scale seamlessly over a cluster).
I'm not a game developer anymore (short careeer a long time ago) but am really tempted to build or at least contribute to/fund a massive EVE-like 3d battlefield as proof-of-concept.
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
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Zuteh
Caldari Infinite Improbability Inc Mostly Harmless
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Posted - 2008.09.22 02:13:00 -
[87]
Edited by: Zuteh on 22/09/2008 02:22:55 Edited by: Zuteh on 22/09/2008 02:22:01 I have a question on this matter; I have read around on this, and it seems like the problem is that the server nodes are not capable of scaling, like 1 grid, solarsystem, fight or <insert random speculation on CCPs server structure here> is locked at 1 blade/server.
So this leads me to; why did they chose python? Seriously, why the feck did they go with a no-no in multicore programming? Why did they not use Erlang? Erlang has been around forever (since 1987, that's forever in the pc-world), it is the shit when it comes to concurrent programming, it would be like made in heaven for EVE, you can scale whatever as much you want, you can just throw more hardware at the bottlenecks and it distribiutes itself-ish.
Look HERE for a comparison of Yaws (web server written in Erlang) and Apache. For the lazy Quote: Apache dies at about 4,000 parallel sessions. Yaws is still functioning at over 80,000 parallel connections.
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Saietor Blackgreen
The First Foundation
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Posted - 2008.09.22 08:13:00 -
[88]
Originally by: Zuteh I have a question on this matter; I have read around on this, and it seems like the problem is that the server nodes are not capable of scaling, like 1 grid, solarsystem, fight or <insert random speculation on CCPs server structure here> is locked at 1 blade/server.
So this leads me to; why did they chose python? Seriously, why the feck did they go with a no-no in multicore programming? Why did they not use Erlang? Erlang has been around forever (since 1987, that's forever in the pc-world), it is the shit when it comes to concurrent programming, it would be like made in heaven for EVE, you can scale whatever as much you want, you can just throw more hardware at the bottlenecks and it distribiutes itself-ish.
Read more, there's a relevant thread around. EVE system doesnt support multithreading inherently, due to the way the combat mechanics are processed. There are no lock mechanics, preventing things within one grid to desync against each other, and introducing those is a whole nightmare. Introducing this means recoding of whole EVE, creating EVE II.
Thats why they chose python - if you dont thread, you dont need threading tools.
Why was the system designed that way - thats a different question. Were there hopes for ongoiong increase in single core power back in 2000-2001, which failed, as the CPUs went multicore? Were they aiming for simpler system, as inroducing locks apperently complicates everything greatly? I have no idea, and I dont think it was ever stated by Devs. There may be many reasons.
--- Redesign local/scanner feature - make the place huge, dark and scary again! |

Cpt Branko
Surge.
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Posted - 2008.09.22 11:09:00 -
[89]
Originally by: Zuteh
So this leads me to; why did they chose python? Seriously, why the feck did they go with a no-no in multicore programming? Why did they not use Erlang? Erlang has been around forever (since 1987, that's forever in the pc-world), it is the shit when it comes to concurrent programming, it would be like made in heaven for EVE, you can scale whatever as much you want, you can just throw more hardware at the bottlenecks and it distribiutes itself-ish.
A few things come to mind: - tons of developers are unfamiliar with Erlang, it's not really a very standard language.
- raw preformance was obviously never too much of a concern when it was coded obviously (otherwise python wouldn't be the language of choice)
- it still doesn't make it "scale whatever as much as you want" without coding for it (so we'd be in the same crap whatever language it was coded in)
I would agree Python isn't the hottest thing to use - but pretending there is a magical solution to performance problems (such as switing to different programming langauges/better machinery/etc) is just wrong. Resolving performance issues is always a lot of hard work, no magical solutions exist (and throwing more programmers at a problem, particularly a iffy one involving rewriting present software which you have to understand, is likely to break more things then it fixes).
I do have the impression EvE behaves way too badly (and unpredictably) under too heavy loads, however. Which suggests a software issue of some sort.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Pan Crastus
Anti-Metagaming League
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Posted - 2008.09.22 11:18:00 -
[90]
Originally by: Cpt Branko ...and throwing more programmers at a problem, particularly a iffy one involving rewriting present software which you have to understand, is likely to break more things then it fixes).
Common misconception. Programmers aren't programmers, there's good ones and bad ones, some have experience with such problems, such rewrites, others don't. When your programmers have been unable to pull this off for 3-4 years now and don't look like they will do it in the next 5 years either, you have 2 choices:
- get professional help (i.e. hire specialists)
- cancel the project, go do something else
Besides - be honest, how much more do you think anyone could break than CCP does regularly when they make small changes?
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
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Bartholomeus Crane
Gallente The Crane Family
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Posted - 2008.09.22 11:55:00 -
[91]
Edited by: Bartholomeus Crane on 22/09/2008 11:55:31 I find these matters interesting, so I hope you don't mind me replying to this thread.
For one, the split up of the software group has been know, and I assume, implemented for a while now. But the notion that the decision to do Ambulation is somehow completely unrelated to other aspects of game development is a fallacy. Instead of opting for Ambulation, CCP could have opted to work more on lag, and expand the Bug-fixing and Server theme instead. Although there is a law of diminishing return on group size versus performance, I have to assume that since the numbers involved for each theme aren't too big, this shouldn't have too much effect.
Having said that, I'm not opposed to the Ambulation decision. I think it will be an interesting extension to the game, and will bring more players to the game, ones that normally won't play it. Overall, it seems to me that this decision will be better for EVE in the long run.
Also, w.r.t. the EVE 'supercomputer', it isn't. Although it is probably more powerful than most competitors, from what I know, it's only a blade-server (getting old), with a couple of supercomputer components (the RAMSANs). I'm not even sure it has a Myrinet network backbone. Having said that, it is still a powerful machine, and is used continuously at high load.
W.r.t. Infiniband, I think too much is expected on these forums. It's sometimes waved like a magical wand that removes lag. It isn't. Like iWarp, or any Virtual Interface Architecture, is simply a high(er) speed switched fabric communications link. It doesn't decrease the complexity underlying lag, it just speeds up communication between CPU and things like storage devices. It's PCI Express, or Serial ATA on steroids, and one without a standard programming interface at that (although OpenFabrics Alliances work is becoming a de-facto standard).
The problem is that without extensive changes to the code, Infiniband will hardly make any difference. Maybe some latency here, or a small speed-up there, but I don't expect more. To make use of this 'Next Generation I/O', you need change the code to hand off parts of the simulation. And that means concurrency, and lots of it. And that, ladies and gentlemen, a completely different can of worms. -- Quis custodiet ipsos custodes? |

Pan Crastus
Anti-Metagaming League
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Posted - 2008.09.22 12:11:00 -
[92]
Originally by: Bartholomeus Crane
The problem is that without extensive changes to the code, Infiniband will hardly make any difference. Maybe some latency here, or a small speed-up there, but I don't expect more. To make use of this 'Next Generation I/O', you need change the code to hand off parts of the simulation. And that means concurrency, and lots of it. And that, ladies and gentlemen, a completely different can of worms.
Have they actually said yet how they'll use Infiniband? It might be that they are just replacing GigE with IPoIB for now, in which case it might actually have a noticeable effect with very little work involved (maybe the internal networking infrastructure is actually a huge bottleneck right now with ~30-50 systems per blade).
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
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Bartholomeus Crane
Gallente The Crane Family
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Posted - 2008.09.22 12:48:00 -
[93]
Originally by: Pan Crastus
Originally by: Bartholomeus Crane
The problem is that without extensive changes to the code, Infiniband will hardly make any difference. Maybe some latency here, or a small speed-up there, but I don't expect more. To make use of this 'Next Generation I/O', you need change the code to hand off parts of the simulation. And that means concurrency, and lots of it. And that, ladies and gentlemen, a completely different can of worms.
Have they actually said yet how they'll use Infiniband? It might be that they are just replacing GigE with IPoIB for now, in which case it might actually have a noticeable effect with very little work involved (maybe the internal networking infrastructure is actually a huge bottleneck right now with ~30-50 systems per blade).
Not that I know. I'm a bit wary though about expected performance improvements going round on this forum. It's anyone's guess (except CCP's) whether the internal networking infrastructure is a bottleneck or not, but I don't expect it is. After all, what use is it to plug in something like the RAMSAN if you can't get at the data fast enough? I rather think the underlying problem is with the indivisibility of the problem, or rather, that the code does not (sufficiently) make use of the concurrent nature of the hardware. Infiniband only makes sense when you're trying to address that. Otherwise, you'll have this super-fast memory disk, with a low latency, high throughput network, while still running large non-distributed code. It'll just stand there idling for all that money.
People sometimes forget, HPC hardware requires HPC software to make use of it. All movies aside, having a Cray CX1 calculating single thread sequential tic-tac-toe is not very useful. -- Quis custodiet ipsos custodes? |

Pan Crastus
Anti-Metagaming League
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Posted - 2008.09.22 13:06:00 -
[94]
Originally by: Bartholomeus Crane [After all, what use is it to plug in something like the RAMSAN if you can't get at the data fast enough?
Not everything in EVE uses the DB (which uses the RAMSANs) and the node <=> DB connection is probably not the same as node <=> client / proxy, so the DB connection might be fine while the connection between node servers and whatever else is between the clients and node servers might be saturated. From past statements, I gather that the DB isn't a bottleneck at all.
Quote:
I rather think the underlying problem is with the indivisibility of the problem, or rather, that the code does not (sufficiently) make use of the concurrent nature of the hardware. Infiniband only makes sense when you're trying to address that. Otherwise, you'll have this super-fast memory disk, with a low latency, high throughput network, while still running large non-distributed code. It'll just stand there idling for all that money.
Therefore they must not be trying to use Infiniband to speed up whatever goes on in a single solar system (i.e. the stuff that isn't multithreaded now) because they would have to do whatever is needed to make use of multiple CPU cores first before Infiniband becomes useful in that scenario.
Quote:
People sometimes forget, HPC hardware requires HPC software to make use of it. All movies aside, having a Cray CX1 calculating single thread sequential tic-tac-toe is not very useful.
That statement is a bit too generic. Infiniband isn't HPC hardware and neither is CCP's "supercomputer". IB is just a low latency interconnect that is nowdays trying to replace GigE, FC and older HPC interconnect technologies like Myrinet and NUMAlink for all typical uses of these technologies (from IP networking to attaching storage to shared memory).
In other words, implementing Infiniband can mean anything from replacing GigE with IPoIB for networking to building a NUMA type shared memory cluster (= major code rewrite).
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
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August Guns
Minmatar Infinite ISK
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Posted - 2008.09.22 13:49:00 -
[95]
I doubt the game can support ambulation with the current system. I'm betting CCP is going to implement it when the new server comes up (or after).
I have one request though- don't force people to share any resources with ambulation. I'd hate to be lagged out in 4-4 station because the server is tracking 600+ player models. August Guns |

Grimpak
Gallente Trinity Nova Trinity Nova Alliance
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Posted - 2008.09.22 14:19:00 -
[96]
Edited by: Grimpak on 22/09/2008 14:21:10 bah all this mumbo-jumbo floating arround this thread is starting to be annoying.
from the infiniband thread, what I've learned is:
1: changing the base code of the SoL servers (or in other words, the entirety of EVE), means that they will build what has been done until today from scratch, not counting with the hire of specialists in other coding language, time lost in forming the in-house programmers, etc... I'm no programmer, but I know that this will require lenghts that will maybe stretch for a few years, unfeasible in terms of the constant-evolving and dynamic business that is the MMO's, not counting the huge ammount of money that will need to be invested, wich will probably give some return for just a couple of years, until the new coding and servers will be saturated again, and the players coming demanding for measures to be taken against lag, again.
2: Infiniband will be, hopefully, the infrastructure needed for HPC that the EVE cluster will need. From what I've seen, with the near-zero latency that infiniband promises, together with redesigning part of the server code, is the best, fastest, and less costly approach, since it will allow an increase of the threshold that each server blade can actually work without wasted cpu cycles. Something that CCP referred too a few years back. (in sum, just dumping more cpu power to the cluster without improving infrastructure = waste of money)
3: With infiniband, the ability of actually splitting all the services and spreading them to several cores, will ease up the load per node. A single node will no longer process both fleetbattles, wallet updates, market transactions, chatlogs, combat logs, etc, etc, etc. That is good, since more cpu power = less lag.
4: with load balancing, spreading a 500vs500 battle throughout even 2 nodes is bound to cause problems due to simple cpu-to-cpu desynch problems, software, and even the game itself, limitations. Stuff like exploding due to being shot by a ship that exploded 10 seconds ago and stuff. It is possible to bypass these problems by resorting to "micro-grids" or player-per-grid hard limits, but that is as exploitable as a "max player number per system" solution. Solving such problem also brings us to point 1, since it's pretty much the base server code we're talking about.
so all in all, lag happens, in every game. And it's true that once you have lag-free 600vs600 battles, what will stop you from making 1000vs1000 battles, and lagging the game again? CCP is trying to minimize lag, by upgrading the infrastructure (wich will allow for HPC and better upgradeablility in the future), and they can't do more unless they throw their sense of business out of the window, and probably without bankrupt CCP with it.
well this is what I got from that thread, but I also might be talking a big load of shit aswell. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Kropotkin
Gallente Center for Advanced Studies
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Posted - 2008.09.22 14:35:00 -
[97]
Y'all denigrators of computers built out of blades connected by Infiniband might want to consider that Roadrunner, the current (i.e. on the list published June 2008) Number 1 of the Top 500 Supercomputers, is built out of ... blades connected by Infiniband.
31st TOP500 List of WorldÆs Most Powerful Supercomputers Topped by WorldÆs First Petaflop/s System
For what Roadrunner is built of, see page 15 of this PDF.
Well, ok, it's not Infiniband within each TriBlade.
But page 12 of that same PDF shows IB connecting the TriBlades.
Speculation about the relationship between Roadrunner and whatever IBM+CCP may be cooking up for the Future of Eve is ... left as an exercise for the reader. P-)
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Zuteh
Caldari Infinite Improbability Inc Mostly Harmless
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Posted - 2008.09.22 14:48:00 -
[98]
Edited by: Zuteh on 22/09/2008 14:49:32
Originally by: Grimpak Edited by: Grimpak on 22/09/2008 14:21:10 [..] so all in all, lag happens, in every game. And it's true that once you have lag-free 600vs600 battles, what will stop you from making 1000vs1000 battles, and lagging the game again? [..]
I'm a beginner to Erlang, but wouldn't it be possible for a fleetfight to be done over multiple CPUs if the game was coded in Erlang? As I understand it, the resources are pooled in Erlang, the messages passed are extremely lightweight and you don't have to do things like manuall synchronization. The language is totally built upon concurrency.
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Zuteh
Caldari Infinite Improbability Inc Mostly Harmless
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Posted - 2008.09.22 14:58:00 -
[99]
Originally by: Saietor Blackgreen
Originally by: Zuteh I have a question on this matter; I have read around on this, and it seems like the problem is that the server nodes are not capable of scaling, like 1 grid, solarsystem, fight or <insert random speculation on CCPs server structure here> is locked at 1 blade/server.
So this leads me to; why did they chose python? Seriously, why the feck did they go with a no-no in multicore programming? Why did they not use Erlang? Erlang has been around forever (since 1987, that's forever in the pc-world), it is the shit when it comes to concurrent programming, it would be like made in heaven for EVE, you can scale whatever as much you want, you can just throw more hardware at the bottlenecks and it distribiutes itself-ish.
Read more, there's a relevant thread around. EVE system doesnt support multithreading inherently, due to the way the combat mechanics are processed. There are no lock mechanics, preventing things within one grid to desync against each other, and introducing those is a whole nightmare. Introducing this means recoding of whole EVE, creating EVE II.
Thats why they chose python - if you dont thread, you dont need threading tools.
Why was the system designed that way - thats a different question. Were there hopes for ongoiong increase in single core power back in 2000-2001, which failed, as the CPUs went multicore? Were they aiming for simpler system, as inroducing locks apperently complicates everything greatly? I have no idea, and I dont think it was ever stated by Devs. There may be many reasons.
Read more what? You stated the same thing I did just with other words.
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Bartholomeus Crane
Gallente The Crane Family
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Posted - 2008.09.22 15:28:00 -
[100]
Isn't the underlying problem that a large part of what happens in a large fleet battle is very difficult to distribute over several cores efficiently?
I believe a lot of things are already distributed. Market interactions, most in station stuff, skills, all that could and should be handled distributed away from the in-space stuff.
However, what happens in-space, or maybe more precisely, on a single grid, is very difficult to distribute efficiently (emphasis on efficiently here), mostly because all things happening on a single grid can, and in some ways do, relate to each other. Yes, you can have different threads (or microtasklets if you want), handling different things (like DESTINY), but that thread must still finish before the end of the server frame, otherwise it will cause lag.
So maybe this is where Infiniband comes in, I don't know. Point is, that you have to have code that takes advantage of the low latency connectivity. I'm not too well versed in this, but I expect that a stackless language was chosen because it is faster to access different threads concurrently, at least on a single core, but how that translates to a distributed solution, I don't know. Maybe Infiniband can be used to implement a low latency message passing layer that allows distribution of the various in-space processes to be distributed among the server? Does that sound plausible? If that's the case, I could mean distributing all in-space activity over all cores of the server (true parallelism?), and would be awesome. Which is why I doubt it. -- Quis custodiet ipsos custodes? |

Grimpak
Gallente Trinity Nova Trinity Nova Alliance
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Posted - 2008.09.22 15:33:00 -
[101]
Originally by: Zuteh Edited by: Zuteh on 22/09/2008 14:49:32
Originally by: Grimpak Edited by: Grimpak on 22/09/2008 14:21:10 [..] so all in all, lag happens, in every game. And it's true that once you have lag-free 600vs600 battles, what will stop you from making 1000vs1000 battles, and lagging the game again? [..]
I'm a beginner to Erlang, but wouldn't it be possible for a fleetfight to be done over multiple CPUs if the game was coded in Erlang? As I understand it, the resources are pooled in Erlang, the messages passed are extremely lightweight and you don't have to do things like manuall synchronization. The language is totally built upon concurrency.
don't know tbh. I'm no programmer
but, even if Erlang is that good, in the end the problem goes to point 1: total revamp from bottom up is very hard, expensive and dangerous, in a business POV. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Bartholomeus Crane
Gallente The Crane Family
|
Posted - 2008.09.22 15:45:00 -
[102]
Originally by: Grimpak
Originally by: Zuteh Edited by: Zuteh on 22/09/2008 14:49:32
Originally by: Grimpak Edited by: Grimpak on 22/09/2008 14:21:10 [..] so all in all, lag happens, in every game. And it's true that once you have lag-free 600vs600 battles, what will stop you from making 1000vs1000 battles, and lagging the game again? [..]
I'm a beginner to Erlang, but wouldn't it be possible for a fleetfight to be done over multiple CPUs if the game was coded in Erlang? As I understand it, the resources are pooled in Erlang, the messages passed are extremely lightweight and you don't have to do things like manuall synchronization. The language is totally built upon concurrency.
don't know tbh. I'm no programmer
but, even if Erlang is that good, in the end the problem goes to point 1: total revamp from bottom up is very hard, expensive and dangerous, in a business POV.
Although Erlang is very useful for concurrent programming (I'm no expert though), I doubt that a complete reimplementation of the current system in another language is an option. Also, although creating and managing thread in Erlang is very easy, you still have to work with the messaging system, and there are a number of circumstances where this can create a bottleneck as well. Again, I'm no expert on Erlang though. -- Quis custodiet ipsos custodes? |

Puritalas Frame
Space Salvage Incorperated
|
Posted - 2008.09.22 20:24:00 -
[103]
For all those querying why CCP don't just throw more bodies at the lag problem, I think this particular piece from the TAO of programming sums it up quite nicely.
A manager went to the master programmer and showed him the requirements document for a new application. The manager asked the master: ``How long will it take to design this system if I assign five programmers to it?''
``It will take one year,'' said the master promptly.
``But we need this system immediately or even sooner! How long will it take if I assign ten programmers to it?''
The master programmer frowned. ``In that case, it will take two years.''
``And what if I assign a hundred programmers to it?''
The master programmer shrugged. ``Then the design will never be completed,'' he said.
Salvage Upgrade Idea|Internal Slots |

SSgt Sniper
Gallente MAIDS
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Posted - 2008.09.22 22:35:00 -
[104]
Originally by: Elektrea
Originally by: TheEndofTheWorld 1. CCP fixs lag for 600-1000 man in local. 2. Players start complaining about lag with 1000-2000 in local.
your a tard
A wise man once said
"Jita does not lag because the server is unable to handle the load. Jita lags because people continue to pile into Jita until it lags." ------- CEO of Maids. No I didn't pick the name. I've grown rather fond of it though.
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Huan Hunglong
Intensive CareBearz
|
Posted - 2008.09.23 00:28:00 -
[105]
Originally by: Benilopax So first, and I know this isn't about Lag but its worth mentioning. CCP has split into 3 departments: Outside Station (Spaceships and spacey things), Inside Station (The Market, Ambulation, refining etc etc), Bug fixing and Server (Obvious).
So don't think that anyone who could fix bugs are being wasted on Ambulation it just isn't possible first because theose working on ambulation do not know how to bug fix and second each department concentrates on its own project.
Discuss!
Fire Abulation Team Hire Members for other teams
The excuse "No one who could fix bugs is working on ambulation" cop out is simply that. Resources that are being used to focus on ambulation are being taken away from other departments.
Its simple fact that cant be debated away.
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Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2008.09.23 00:42:00 -
[106]
Quote:
Fire Abulation Team Hire Members for other teams
The excuse "No one who could fix bugs is working on ambulation" cop out is simply that. Resources that are being used to focus on ambulation are being taken away from other departments.
Its simple fact that cant be debated away.
If 10 developers can make a patch in 100 days, 100 developers can make a patch in 10 days.
Amirite?
Originally by: Catharacta My CNR runs on salvager tears.
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Synapse Archae
Amarr Demonic Retribution G00DFELLAS
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Posted - 2008.09.23 01:48:00 -
[107]
Originally by: Kahega Amielden
Quote:
Fire Abulation Team Hire Members for other teams
The excuse "No one who could fix bugs is working on ambulation" cop out is simply that. Resources that are being used to focus on ambulation are being taken away from other departments.
Its simple fact that cant be debated away.
If 10 developers can make a patch in 100 days, 100 developers can make a patch in 10 days.
Amirite?
Completely wrong actually. Experience in the software industry is the 100 developers will do it in 1000 days. Go read some books on the subject, maybe.
Originally by: CCP Garthagk While these forums may not give you everything that you want, they will usually let you post.
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Melody Zastra
Gallente Vikramaditya
|
Posted - 2008.09.23 01:49:00 -
[108]
Originally by: Kahega Amielden
Quote:
Fire Abulation Team Hire Members for other teams
The excuse "No one who could fix bugs is working on ambulation" cop out is simply that. Resources that are being used to focus on ambulation are being taken away from other departments.
Its simple fact that cant be debated away.
If 10 developers can make a patch in 100 days, 100 developers can make a patch in 10 days.
Amirite?
It doesn't work that way, sadly. A simplistic reason: Programmers working on one project need to interact to make sure their code fits in with what the other programmers are doing.
So if, for example, one programmer needs to spend 5 minutes a day with each team member, then in a ten person team he will spend 50 minutes a day interacting with the others. In a 100 person team he would spend 500 mins (8 hours 20 mins) a day interacting and not much actual programming would get done.
It doesn't actually work like that but it gives you an idea why adding coders does not give a linear improvement in coding speed.
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Kahega Amielden
Minmatar Suddenly Ninjas
|
Posted - 2008.09.23 02:05:00 -
[109]
Quote:
Completely wrong actually. Experience in the software industry is the 100 developers will do it in 1000 days. Go read some books on the subject, maybe
/facepalm.
That was the entire point. Sarcasm.
Originally by: Catharacta My CNR runs on salvager tears.
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Huan Hunglong
Intensive CareBearz
|
Posted - 2008.09.23 02:33:00 -
[110]
Originally by: Kahega Amielden
Quote:
Fire Abulation Team Hire Members for other teams
The excuse "No one who could fix bugs is working on ambulation" cop out is simply that. Resources that are being used to focus on ambulation are being taken away from other departments.
Its simple fact that cant be debated away.
If 10 developers can make a patch in 100 days, 100 developers can make a patch in 10 days.
Amirite?
In some situations yes In some situations no
However the potential for more bugs can be addressed simultaniously starts to come into play.
Ive never seen any developers ask for less resources yet seen many request more.
More resources dedicated to any task normally (of course there are exceptions) reduces time taken on said task.
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Kropotkin
Gallente Center for Advanced Studies
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Posted - 2008.09.23 03:22:00 -
[111]
Edited by: Kropotkin on 23/09/2008 03:22:48
Originally by: Huan Hunglong
More resources dedicated to any task normally (of course there are exceptions) reduces time taken on said task.
In digging ditches, this is true.
In writing new software, not so much.
In fixing or improving old software, even less.
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Huan Hunglong
Intensive CareBearz
|
Posted - 2008.09.23 04:05:00 -
[112]
Originally by: Kropotkin Edited by: Kropotkin on 23/09/2008 03:22:48
Originally by: Huan Hunglong
More resources dedicated to any task normally (of course there are exceptions) reduces time taken on said task.
In digging ditches, this is true.
In writing new software, not so much.
In fixing or improving old software, even less.
But as you state, it still applys.
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Chaos Incarnate
Faceless Logistics
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Posted - 2008.09.23 05:45:00 -
[113]
Originally by: Huan Hunglong
Originally by: Kropotkin Edited by: Kropotkin on 23/09/2008 03:22:48
Originally by: Huan Hunglong
More resources dedicated to any task normally (of course there are exceptions) reduces time taken on said task.
In digging ditches, this is true.
In writing new software, not so much.
In fixing or improving old software, even less.
But as you state, it still applys.
It's a terrible business plan for the company. A full redirect of all CCP's resources to fixing lag would stifle future content updates (which keep the game going and keep it fresh), balance fixes (which make PvP enjoyable), and <sort of> bug fixes (which make playing not so frustrating). In short, all the eggs go into the 'Fixing lag will make everyone love us' basket, and if it doesn't pan out the company can implode...which would be bad.
You could see my awesome "has no face" character if the server wasn't dead, so please post "Dude your face" as if it was. |

Zanpt
Caldari
|
Posted - 2008.09.23 07:03:00 -
[114]
Originally by: Yaris San As a new player to Eve I'm amazed by a few things.
1. ... 2. The lack of an auto logout timer for long periods of afk.
It seems that tweaking these 2 points could greatly reduce lag. For example, you need level 5 trading to check the market while not docked and 15 minutes of afk gets you logged off.
Uh, being afk is not a load on the servers. You should open whatever your OS has for monitoring network traffic and actually look at the traffic your client generates while sitting in station or sitting in space where nothing is happening. Zip. Even while moving about there is very little traffic. Get a clue.
Disconnects are bad enough as it is... had been good for some weeks or a month or two, then horrible today, and 36% packet loss at the cluster IP. It resulted in such terrible desync that when I threw jetcans they "landed" 9500 m from my ship. If they actually implement more of an inactivity timer than they already seem to have, I will spend a lot less time in Eve.
Just as an exercise, see how long you can remain connected while docked and afk with no chat channels of any kind open. See how well you complete new char creation if you spend too much time making selections and adjusting your new char's appearance. They have inactivity timeouts they don't even remember they have, just like the client can't reconnect after a disconnect crashes back to the login screen because the login code forgets the IP address, then tells you it can't connect and that you should check and correct the IP address. But of course that's code left over from years ago and you have no control over the IP address it connects to. There's a lot of beautiful stuff in Eve but there's also a lot of shitty, buggy code.
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Xenissa
Tenacious Tendencies
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Posted - 2008.09.23 08:16:00 -
[115]
Originally by: Kropotkin
http://top500.org/blog/2008/06/14 For what Roadrunner is built of, see page 15 of this PDF.
Well, ok, it's not Infiniband within each TriBlade.
But page 12 of that same PDF shows IB connecting the TriBlades.
Speculation about the relationship between Roadrunner and whatever IBM+CCP may be cooking up for the Future of Eve is ... left as an exercise for the reader. P-)
then we should not forget that,.. its all done with world most used linux (redhat / fedora) :P windows will NEVER be that stable and fast. there must be a reason all super computers use linux.. and its surely not the license costs :)
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Pan Crastus
Anti-Metagaming League
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Posted - 2008.09.23 08:39:00 -
[116]
Originally by: Grimpak
3: With infiniband, the ability of actually splitting all the services and spreading them to several cores, will ease up the load per node. A single node will no longer process both fleetbattles, wallet updates, market transactions, chatlogs, combat logs, etc, etc, etc. That is good, since more cpu power = less lag.
Market is already separated and you don't need Infiniband to split stuff across several cores or even CPUs in the same blade.
Quote:
4: with load balancing, spreading a 500vs500 battle throughout even 2 nodes is bound to cause problems due to simple cpu-to-cpu desynch problems, software, and even the game itself, limitations.
You are confusing a lot of things here. Before we're even thinking about splitting the load for 1 battle/grid across many nodes we'd like to have at least dynamic load balancing where 1 solar system gets moved to a dedicated cpu(!) instead of staying e.g. on the Motsu node during a fleet battle. This would really be an improvement.
Quote:
so all in all, lag happens, in every game. And it's true that once you have lag-free 600vs600 battles, what will stop you from making 1000vs1000 battles, and lagging the game again?
Nothing and CCP needs to allow it if the game makes people want to do it.
Quote:
CCP is trying to minimize lag, by upgrading the infrastructure (wich will allow for HPC and better upgradeablility in the future), and they can't do more unless they throw their sense of business out of the window,
Proof or STFU: what's their hardware budget, what are the infrastructure improvements in the past years etc. ...
CCP is trying to maximize profit, by not upgrading the infrastructure and they could do a lot more if they let people who care about the game decide instead of the marketing monkeys who think the best strategy is to dump millions into advertising.
Quote:
well this is what I got from that thread, but I also might be talking a big load of shit aswell.
I see what you did there.
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
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Grimpak
Gallente Trinity Nova Trinity Nova Alliance
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Posted - 2008.09.23 10:42:00 -
[117]
Originally by: Pan Crastus
Quote:
well this is what I got from that thread, but I also might be talking a big load of shit aswell.
I see what you did there.
I did said it was what I got from the thread. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Varrakk
Phantom Squad Axiom Empire
|
Posted - 2008.09.23 11:51:00 -
[118]
Any reasons why several blade servers cant support each other to run one system or a grid?
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Bartholomeus Crane
Gallente The Crane Family
|
Posted - 2008.09.23 12:42:00 -
[119]
Originally by: Varrakk Any reasons why several blade servers cant support each other to run one system or a grid?
Well, that's the heart of the matter, and probably what the HPC group is working on.
Increasing concurrency in any program is never easy, and certainly won't be in EVE.
One thing to consider is that Python has the Global Interpreter Lock (GIL). This means that only one thread can have access to the Python interpreter at one time. I'm not sure if GIL works on different Python processes though, but then you'd have the problem of having different processes being able to communicate with each other and the different processes would still run their threads sequentially (but it's a first step). Also, running processes is expensive (they need a lot of resources). There are ways around the GIL, like extensions in other languages that release the GIL, using I/O, and using processes, but all of them come at increase cost, like below.
Then there is the limit that distributing processes to other blades has to be faster than just running it on one blade (otherwise, what's the point). With instant communication between nodes, running 10 processes concurrently on 10 blades is faster than running 10 processes sequentially on one. However, communication between blades is not instant, there's always latency. This means there's always increased overhead when running something in parallel, so the overhead plus the time spend on computing in parallel should be less than just running the process sequentially. It's all a big balancing act. Infiniband comes in because it reduces this latency, and thus the overhead, making it more feasible to run things in parallel.
To answer your question: I don't think there are any reasons that make parallelism impossible, but there are structural and performance issues that make it hard. Structural in that EVE is implemented in Python, and surprisingly, doing concurrency in Python is not as straightforward as I thought. Reprogramming EVE in another language is not a viable option I would think (although part of it might). Performance issues consist in that concurrency on the scale needed in EVE means that it probably needs hardware backing to make it feasible, as well as some really complicated software to make it work. From personal experience, I can tell you that implementing middleware like this can lead to a lot of frustration (Heisenbugs and Mandelbugs) and is in general, well, tricky.
tl:dr version: it's not impossible, just tricky. -- Quis custodiet ipsos custodes? |

Dr Slaughter
Minmatar Rabies Inc.
|
Posted - 2008.09.23 14:01:00 -
[120]
****BREAKING NEWS ***** CCP to hire forum posters in lag threads to work in their HPC cell.
The leader of the HPC cell stated today:
"We need 100,000 additional developers to help us complete our re-write of the core SOL services in Erlang and FORTH and to our suprise we discovered this fantastic resourec of experts in multi-threaded concurrent game design on our own forums! We still can't belive we got so lucky"
The register reports that the real and much more insidious reason for the recruitment drive is to test throwing live humans into lava tubes.
~~~~ There is no parody in this thread. Honest. |

Thule Cult
|
Posted - 2008.09.23 14:09:00 -
[121]
there was lag 2004 and there is lag now. They told us before they would fix it but didnt, instead they added even more crap to make everything lag some more. some cool impliments but that dont work ina lag enviroment. CCPs servers cant handle that many people atm and still they push for more and more into the game. People cant use any of the effects in fleet battles since 5min module lag or 1hr jump in time makes it usless also.
They will still blow smoke up ya butt and say it will be fixed, it has been so for 4 years now and no fix. |

Pan Crastus
Anti-Metagaming League
|
Posted - 2008.09.23 14:49:00 -
[122]
Originally by: Zanpt
Originally by: Yaris San As a new player to Eve I'm amazed by a few things.
1. ... 2. The lack of an auto logout timer for long periods of afk.
It seems that tweaking these 2 points could greatly reduce lag. For example, you need level 5 trading to check the market while not docked and 15 minutes of afk gets you logged off.
Uh, being afk is not a load on the servers. You should open whatever your OS has for monitoring network traffic and actually look at the traffic your client generates while sitting in station or sitting in space where nothing is happening. Zip. Even while moving about there is very little traffic. Get a clue.
I used to think so too, but consider jumping into a loaded system - what will your client load? A few 100 people's names and derived standings just for your local window... Now tell me that this doesn't affect e.g. the time it takes to jump to Jita.
Same with docking in Jita 4-4 ...
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
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Ratchman
|
Posted - 2008.09.23 14:55:00 -
[123]
As it has been observed by a few others, the more capacity you build into the system, the bigger the fleets will get by default.
CCP have been doing a good job of game development so far and although it hasn't evolved as quickly as I would have liked, I think there has been an acceptable level of adaptation. These things take time.
Of course, if you really wanted to avoid lag, you could always fly smaller fleets, but no-one's going to do that if they can outnumber the enemy.
Personally, I'll be happy if they get 200v200 fleets going without any lag. This should suffice for FW at least, and there is a natural limit for the number of people you can have in a fleet simultaneously (just try getting more than 50 people together for a FW fleet on any given day).
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Bartholomeus Crane
Gallente The Crane Family
|
Posted - 2008.09.23 15:01:00 -
[124]
Originally by: Pan Crastus
Originally by: Zanpt
Originally by: Yaris San As a new player to Eve I'm amazed by a few things.
1. ... 2. The lack of an auto logout timer for long periods of afk.
It seems that tweaking these 2 points could greatly reduce lag. For example, you need level 5 trading to check the market while not docked and 15 minutes of afk gets you logged off.
Uh, being afk is not a load on the servers. You should open whatever your OS has for monitoring network traffic and actually look at the traffic your client generates while sitting in station or sitting in space where nothing is happening. Zip. Even while moving about there is very little traffic. Get a clue.
I used to think so too, but consider jumping into a loaded system - what will your client load? A few 100 people's names and derived standings just for your local window... Now tell me that this doesn't affect e.g. the time it takes to jump to Jita.
Same with docking in Jita 4-4 ...
Although this is true, I would be hesitant to call that lag. Lag's maybe too broad a term. Loadup when entering a system with a lot of people in it is, I would say, unavoidable. Your client simply needs that information for you to function. We can talk about reducing the load, but a certain amount of load is unavoidable. To me, but I could be mistaken, lag is about what happens after system load is done. It would help if CCP defined what they see as lag and what is not, if only so that we know what we should talk about. -- Quis custodiet ipsos custodes? |

Bartholomeus Crane
Gallente The Crane Family
|
Posted - 2008.09.23 15:06:00 -
[125]
Originally by: Ratchman As it has been observed by a few others, the more capacity you build into the system, the bigger the fleets will get by default.
CCP have been doing a good job of game development so far and although it hasn't evolved as quickly as I would have liked, I think there has been an acceptable level of adaptation. These things take time.
Of course, if you really wanted to avoid lag, you could always fly smaller fleets, but no-one's going to do that if they can outnumber the enemy.
Personally, I'll be happy if they get 200v200 fleets going without any lag. This should suffice for FW at least, and there is a natural limit for the number of people you can have in a fleet simultaneously (just try getting more than 50 people together for a FW fleet on any given day).
Yes, people say that, and there's a lot of truth in it. However, if, and it's a big if, you can use parallelism to spread the load around the server, say in a linear relationship to the number of nodes/blades available, then the number of nodes has a direct relationship to the amount of lag experienced. In other words, computing power becomes the bottleneck (bit of a restricted notion of lag here, but OK). And when that happens, it's just a matter of buying more hardware to reduce lag.
Concurrency isn't just a lot of market speak, in many ways, it's the future. -- Quis custodiet ipsos custodes? |

Malcanis
RuffRyders Axiom Empire
|
Posted - 2008.09.23 15:08:00 -
[126]
Originally by: Ratchman As it has been observed by a few others, the more capacity you build into the system, the bigger the fleets will get by default.
CCP have been doing a good job of game development so far and although it hasn't evolved as quickly as I would have liked, I think there has been an acceptable level of adaptation. These things take time.
Of course, if you really wanted to avoid lag, you could always fly smaller fleets, but no-one's going to do that if they can outnumber the enemy.
Personally, I'll be happy if they get 200v200 fleets going without any lag. This should suffice for FW at least, and there is a natural limit for the number of people you can have in a fleet simultaneously (just try getting more than 50 people together for a FW fleet on any given day).
Maximum fleet size is 256. 256 vs 256 is a reasonable limit to work to. CCP could with some justification say that any fight on grid larger than that is outside their design goal.
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Cheap Dude
|
Posted - 2008.09.23 15:29:00 -
[127]
This is an old topic brought up.. But will give my 2 cents anyways..
The big problem isn't the server capacity, its the gameplay thats the biggest problem. In 0.0 all is based on who has the biggest fleet and with the incomming speed nerfs this will even increase. In high-sec it's how the market works. The Jita problem can be resolved by introducing a max ammount of goods that can be sold within a system.
So instead of focusing on server capacity, CCP needs to focus on the gameplay to fix the lag.
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Bartholomeus Crane
Gallente The Crane Family
|
Posted - 2008.09.23 16:21:00 -
[128]
Originally by: Dr Slaughter ****BREAKING NEWS ***** CCP to hire forum posters in lag threads to work in their HPC cell.
The leader of the HPC cell stated today:
"We need 100,000 additional developers to help us complete our re-write of the core SOL services in Erlang and FORTH and to our suprise we discovered this fantastic resourec of experts in multi-threaded concurrent game design on our own forums! We still can't belive we got so lucky"
The register reports that the real and much more insidious reason for the recruitment drive is to test throwing live humans into lava tubes.
Funny, good troll, but while I've tinkered with the idea of working for CCP, if you look at CCP's website, there are some hurdles.
Personally, I don't have the hots for working in the US or China. They're nice for visiting, but I think the whole police state thing a little creepy. So that leaves Iceland, which actually I like as a country (although I've never lived there, it was rather expensive last time I was there). Then I have a background in research, at research institutes and universities, so I'm over educated, but lack proper industry experience (comes with the territory). And a background in AI and distributed computing/HPC means UI/Graphics, Marketing, and DB administration and to a certain extend QA are all not really applicable. So that leaves the Core group, in which there are only three positions. Now, I'm not taking a step back in salary and go work as a programmer again (or it has to have to be some really well paid programmer's position), and you don't have 'Directors of Software Development' at research institutes and universities (for a reason), so, perhaps I'm seeing other things that you do, but the options are rather limited as I see it.
Also, not to sound overbearing, but in my position, you don't just go out and apply to a position by filling in a web-page. You're either approached, or you approach someone personally (someone you know or are introduced too) to inform about what the position entails, what the work environment is, what is expected of you, and what you can expect back. I don't know if you know this, but academia is a rather small world, and it's not too well received if you just pack up sticks and move to the competition at the drop of a hat. People get disappointed with that kind of 'lack of commitment', so decisions like this are made rather deliberate. Apart from flipping burgers, I suspect it's much the same elsewhere. I may have missed it, but I don't see how you can do these things on CCP's website.
Not to mention the fact that we're all here taking stabs in the dark at problems that aren't well defined and we can't possibly fully understand without more information, so we could all have been barking up the wrong tree all along. For all we know, they're all laughing their asses off at our inane suggestions and ideas. -- Quis custodiet ipsos custodes? |

Bartholomeus Crane
Gallente The Crane Family
|
Posted - 2008.09.23 16:31:00 -
[129]
Originally by: Cheap Dude This is an old topic brought up.. But will give my 2 cents anyways..
The big problem isn't the server capacity, its the gameplay thats the biggest problem. In 0.0 all is based on who has the biggest fleet and with the incomming speed nerfs this will even increase. In high-sec it's how the market works. The Jita problem can be resolved by introducing a max ammount of goods that can be sold within a system.
So instead of focusing on server capacity, CCP needs to focus on the gameplay to fix the lag.
Surely you're not advocating some artificial limit, so I'll have to assume you mean some diminishing returns system to keep fleets small. Some good ideas about this have gone round, but all of them sounded a bit artificial to me. Perhaps you have some genius idea up your sleeve?
Either way, I do think that server capacity is a problem, the simple idea that a system is handled by a single CPU means that there's a hard limit on the maximum number of ships that can be handled efficiently. Moore's law isn't working anymore, concurrency is a solution, so CCP is right to focus on that.
Doesn't mean gameplay changes can't help though. They just look so artificial to me. -- Quis custodiet ipsos custodes? |

Cheap Dude
|
Posted - 2008.09.23 18:04:00 -
[130]
Originally by: Bartholomeus Crane
Originally by: Cheap Dude This is an old topic brought up.. But will give my 2 cents anyways..
The big problem isn't the server capacity, its the gameplay thats the biggest problem. In 0.0 all is based on who has the biggest fleet and with the incomming speed nerfs this will even increase. In high-sec it's how the market works. The Jita problem can be resolved by introducing a max ammount of goods that can be sold within a system.
So instead of focusing on server capacity, CCP needs to focus on the gameplay to fix the lag.
Surely you're not advocating some artificial limit, so I'll have to assume you mean some diminishing returns system to keep fleets small. Some good ideas about this have gone round, but all of them sounded a bit artificial to me. Perhaps you have some genius idea up your sleeve?
Either way, I do think that server capacity is a problem, the simple idea that a system is handled by a single CPU means that there's a hard limit on the maximum number of ships that can be handled efficiently. Moore's law isn't working anymore, concurrency is a solution, so CCP is right to focus on that.
Doesn't mean gameplay changes can't help though. They just look so artificial to me.
Quote: advocating some artificial limit
Hell no! I hate limits that can't be explained (ingame). But just look at the current 0.0 gameplay, its all based on bringing the most numbers. A big alliance always wins against smaller alliances, all they have to do is bring twice the numbers the enemy has and they win. The only thing thats stopping big alliances from winning within a small timeframe is the time it takes to bring down the posses.
About a market limit, yes.. please do so. In fact I find it strange all ships have a cargospace limit and stations don't. What would happen with Jita if they introduce a market limit, players would sell their items in another station/system (next system I think) which would resolve the massive players in one place (even in one station).
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Bartholomeus Crane
Gallente The Crane Family
|
Posted - 2008.09.24 15:11:00 -
[131]
Originally by: Cheap Dude
Hell no! I hate limits that can't be explained (ingame). But just look at the current 0.0 gameplay, its all based on bringing the most numbers. A big alliance always wins against smaller alliances, all they have to do is bring twice the numbers the enemy has and they win. The only thing thats stopping big alliances from winning within a small timeframe is the time it takes to bring down the posses.
About a market limit, yes.. please do so. In fact I find it strange all ships have a cargospace limit and stations don't. What would happen with Jita if they introduce a market limit, players would sell their items in another station/system (next system I think) which would resolve the massive players in one place (even in one station).
This is what I meant. If bringing 300 BS to a fleet fight is better that bringing 200 BS, at one point (we've passed it really), players will bring bigger fleets.
The only way to stop that is making it so that bringing more ships is not better. Take the following example: make shield/armour/structure dependent on the number of people on the grid. Make it hardly noticeable when there are 20 players on the grid, but very noticable when there are 200 players on the grid. Basically, if you're the 200th player on the grid, your BS has the defensive potential of a shuttle.
What will happen. Well, first there's going to be a lot of whining. Obviously. But what it will also mean is that alliances will not bring more than say 100 to 150 players on the grid. As having them there puts them at the risk of being popped like a shuttle. Not a good return of investment if you have to pay a BS price for it.
So, you've limited the size of fleet battle on the grid. Sure, people can bring more ships to the fight, but it'll be a turkey shoot on both sides. But you've also created problems, because it's easy to see that a zerg of rookie ships from one alliance will actually beat a couple of BS from another alliance. And then you'll have the problem of explaining why my armour is markedly thiner because you're flying on the same grid as I.
And harsh arbitrary limits for the market warrior are equally as bad as for the PvPer in my opinion.
I've thought about it for some time, but I can't think of any system that offers a diminishing return of advantage in numbers and isn't horribly flawed as well. It's not a problem that can be solved elegantly. -- Quis custodiet ipsos custodes? |
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