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Sarethis
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Posted - 2009.01.18 11:14:00 -
[1]
Just curious. I don't go to Jita or major fleet wars, so I was wondering if Stackless I/O is as impressive as stated. |

MotherMoon
Huang Yinglong
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Posted - 2009.01.18 11:24:00 -
[2]
1400 in jita with no lag \o/
in normal fights up to about 80 with no lag
in big fleet fights when they move the system over the the new 64-bit servers with 16 GB of RAM (upgrade from 3GB of ram on all other servers) you can have fleet fights with 1200 people with almost no lag, and if you turn off drone models it gets even better.
Stackless IO was more of a market and combat information server routing thing.
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Mikal Drey
Minmatar Priory Of The Lemon Atlas Alliance
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Posted - 2009.01.18 11:36:00 -
[3]
Originally by: MotherMoon 1400 in jita with no lag \o/
in normal fights up to about 80 with no lag
Yeah thats the big problem. Jita is treated as permanently special but the rest of the server gets ****ed over. When CCP reduce lag universe wide so that simple everyday life is lag free then Id be a happy capsuleer.
Untill then CCP can continually measure their succes using jita. Marketing FTW Realtity FTL |

MotherMoon
Huang Yinglong
|
Posted - 2009.01.18 11:38:00 -
[4]
Originally by: Mikal Drey
Originally by: MotherMoon 1400 in jita with no lag \o/
in normal fights up to about 80 with no lag
Yeah thats the big problem. Jita is treated as permanently special but the rest of the server gets ****ed over. When CCP reduce lag universe wide so that simple everyday life is lag free then Id be a happy capsuleer.
Untill then CCP can continually measure their succes using jita. Marketing FTW Realtity FTL
but your talking about player cap lag and such.
stackless IO made slinet to sever call combat and market lag go away.
the market NEVER lags anymore, even when the system is lagging you can open up the market and WEEE away we go.
and don't worry were getting a whole new super computer soon. |

Captain Politics
JotunHeim Hird X13 Alliance
|
Posted - 2009.01.18 11:41:00 -
[5]
Edited by: Captain Politics on 18/01/2009 11:42:11
Originally by: MotherMoon 1400 in jita with no lag \o/
in normal fights up to about 80 with no lag
in big fleet fights when they move the system over the the new 64-bit servers with 16 GB of RAM (upgrade from 3GB of ram on all other servers) you can have fleet fights with 1200 people with almost no lag, and if you turn off drone models it gets even better.
Stackless IO was more of a market and combat information server routing thing.
Well actually there is a bug right now that makes your RoF (Rate of fire), be very very low in large fleet battles. Last large battle i was in (400+), my guns managed to fire 4 volleys in 70 minutes. Thats just game breaking atm.
Edit: I was lucky to get that many shots of... |

MotherMoon
Huang Yinglong
|
Posted - 2009.01.18 11:43:00 -
[6]
Edited by: MotherMoon on 18/01/2009 11:44:30
Originally by: Captain Politics Edited by: Captain Politics on 18/01/2009 11:42:11
Originally by: MotherMoon 1400 in jita with no lag \o/
in normal fights up to about 80 with no lag
in big fleet fights when they move the system over the the new 64-bit servers with 16 GB of RAM (upgrade from 3GB of ram on all other servers) you can have fleet fights with 1200 people with almost no lag, and if you turn off drone models it gets even better.
Stackless IO was more of a market and combat information server routing thing.
Well actually there is a bug right now that makes your RoF (Rate of fire), be very very low in large fleet battles. Last large battle i was in (400+), my guns managed to fire 4 volleys in 70 minutes. Thats just game breaking atm.
Edit: I was lucky to get that many shots of...
did the logs show the same thing?
like your damage reports? if so then that's messed up. I guess when you fix something you terrible break it for someone else. |

Captain Politics
JotunHeim Hird X13 Alliance
|
Posted - 2009.01.18 11:45:00 -
[7]
Originally by: MotherMoon
did the logs show the same thing?
like your damage reports? if so then that's messed up.
Yes it mean that not many ships gets blown up in large battles... In the battle we shot at a scorp for 30+ mins without getting it down. And we were 200+ people shooting at it... |

Mikal Drey
Minmatar Priory Of The Lemon Atlas Alliance
|
Posted - 2009.01.18 11:52:00 -
[8]
Originally by: MotherMoon
but your talking about player cap lag and such.
No im not. There is a whole load of general tasks that will lag out ive been in roaming gangs that lag with small numbers of people.
Quote:
stackless IO made slinet to sever call combat and market lag go away. the market NEVER lags anymore, even when the system is lagging you can open up the market and WEEE away we go.
Again thats not true. the market will lag randomly even if the system is running perfectly.
Quote:
and don't worry were getting a whole new super computer soon.
It makes no real difference. As CCP push each new hardware upgrade to the limit. Server loads increase and the client is getting even shinier each patch. This is a good thing iin some respects as CCP have always pushed the envelope. Knowing that CCP are slowly cleaning the client and taking various steps to reduce lag as well as increase performance make me happy but Lag will always exist until the hardware far exceeded the software.
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MotherMoon
Huang Yinglong
|
Posted - 2009.01.18 11:57:00 -
[9]
Originally by: Captain Politics
Originally by: MotherMoon
did the logs show the same thing?
like your damage reports? if so then that's messed up.
Yes it mean that not many ships gets blown up in large battles... In the battle we shot at a scorp for 30+ mins without getting it down. And we were 200+ people shooting at it...
yup yup I meant messed as up as in I believed you just wanted a double check :P
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MotherMoon
Huang Yinglong
|
Posted - 2009.01.18 12:01:00 -
[10]
Originally by: Mikal Drey
Originally by: MotherMoon
but your talking about player cap lag and such.
No im not. There is a whole load of general tasks that will lag out ive been in roaming gangs that lag with small numbers of people.
Quote:
stackless IO made slinet to sever call combat and market lag go away. the market NEVER lags anymore, even when the system is lagging you can open up the market and WEEE away we go.
Again thats not true. the market will lag randomly even if the system is running perfectly.
Quote:
and don't worry were getting a whole new super computer soon.
It makes no real difference. As CCP push each new hardware upgrade to the limit. Server loads increase and the client is getting even shinier each patch. This is a good thing iin some respects as CCP have always pushed the envelope. Knowing that CCP are slowly cleaning the client and taking various steps to reduce lag as well as increase performance make me happy but Lag will always exist until the hardware far exceeded the software.
I'm sorry but I played when there were only 3000 people on tops and the lag for the market was real lag. I don't consider a 1 second hiccup out of the blue to be lag. it's just a hiccup. Lag is what the guy above is talking about, where the server doesn't even see you shooting, or ships de-sync. That stuff has gotten a lot better, but now new problems are up
also marlet lag and docking lag and such is almost always your internet. Sometimes I'll watch a youtube video no problem. sopme times for like 10 mins all my internet slows down and I can't even stream a youtube video. it has nothing to do with the you-tube servers.
so yes there is lag, but being able to run market orders with ease in heavy load systems with the new severs is still awesome :)
yes the game still has lag bubbles, but other than this new terrifing large fleet battle bug were getting there slowly.
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McAltyalty
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Posted - 2009.01.18 12:52:00 -
[11]
Edited by: McAltyalty on 18/01/2009 12:52:45
Originally by: MotherMoon
Originally by: Mikal Drey
Originally by: MotherMoon 1400 in jita with no lag \o/
in normal fights up to about 80 with no lag
Yeah thats the big problem. Jita is treated as permanently special but the rest of the server gets ****ed over. When CCP reduce lag universe wide so that simple everyday life is lag free then Id be a happy capsuleer.
Untill then CCP can continually measure their succes using jita. Marketing FTW Realtity FTL
but your talking about player cap lag and such.
stackless IO made slinet to sever call combat and market lag go away.
the market NEVER lags anymore, even when the system is lagging you can open up the market and WEEE away we go.
and don't worry were getting a whole new super computer soon.
No sorry lag is still quite bad, and its not network or computer lag - its server lag. If you want to test go and participate in some big FW fights. |

Noix Arikani
|
Posted - 2009.01.19 00:08:00 -
[12]
EVE is dying, EVE is dying,
|

Faife
Federation of Freedom Fighters
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Posted - 2009.01.19 00:14:00 -
[13]
had 900 in system earlier today, shooting at each. it was slow, but functional. as in, when a DD started, you had plenty of time to turn and get into a POS.
yeah, stackless helps. |

MotherMoon
Huang Yinglong
|
Posted - 2009.01.19 00:55:00 -
[14]
Originally by: McAltyalty
No sorry lag is still quite bad, and its not network or computer lag - its server lag. If you want to test go and participate in some big FW fights.
I do, my system doesn't lag that much. But once again I played when 20 people lagged out a battle so maybe your just spoiled. |

An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2009.01.19 01:26:00 -
[15]
Note: This is with the exception to the RoF issue, which certain people have figured out somewhat of a workaround.
Assuming you're not ******ed, in unreinforced systems with 200-450 (depending on the day, position of the moon, and your sign), lag is still in the tolerable zones.
At above 500 it starts to get to unplayable.
On reinforced systems, been up to 1500 and it was playable. Got to 2000 but all kinds of weird crap started to happen. |

Firkragg
Blue Labs Pandemic Legion
|
Posted - 2009.01.19 01:44:00 -
[16]
Yes stackless as helped a **** load with lag. Now there is minimal lag in most of the high sec mission hubs. It is also possible to have fleet battles of upto 400 people with little lag (alot more on a reinforced node).
The only issue now is the rate of fire issues that have cropped up were guns fire once every few mins, and the face that there is no quick way to move an unreinforced node onto a reinforced node. That means if your trying to fight on a busy underpowered node (i.e we just had a 400man fight recently in low sec which was very laggy) then there is no quick way to sort that. Fortunately they are brining in changes to the architecture and the infinband technilogy in order to address this issue.
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Ezael Whiteshadow
Caldari Divine Anarchy
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Posted - 2009.01.19 01:45:00 -
[17]
I think people have to bear in mind that some people confuse lag with having a crap PC attempting to run eve on decent graphics.
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MotherMoon
Huang Yinglong
|
Posted - 2009.01.19 02:51:00 -
[18]
Originally by: Ezael Whiteshadow I think people have to bear in mind that some people confuse lag with having a crap PC attempting to run eve on decent graphics.
I used to do that   
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An Anarchyyt
Gallente Battlestars GoonSwarm
|
Posted - 2009.01.19 04:31:00 -
[19]
Originally by: MotherMoon
Originally by: Ezael Whiteshadow I think people have to bear in mind that some people confuse lag with having a crap PC attempting to run eve on decent graphics.
I used to do that   
Used to being....right before this thread. |

Schalac
Caldari Apocalypse Reign
|
Posted - 2009.01.19 05:26:00 -
[20]
Originally by: Ezael Whiteshadow I think people have to bear in mind that some people confuse lag with having a crap PC attempting to run eve on decent graphics.
Naa, even on a relatively good machine EVE still gets all fubar in fleet battles. I love entering space 100 times before I can target anyone. Oh, and don't forget the instant replays. Just incase you missed that 70 man fleet warping in on top of yours, here it is again and again and again and again and again... and ...ok one more time. AGAIN. And then of course there is the great over view that always works. Sometimes it works so well that it has 2-5 slots of each person of the enemy fleet on the grid. You know, just incase you missed them when they were called primary, now you can basically just double click anywhere on the over view and 30-90 seconds later they will show up to you as locked. Just in time for that falcon to finally jam you. But of course the falcons jam doesn't remove your locked targets, just lets the server know that you are jammed, and with a big enough buffer tank and not getting primaryed until later in the fight you could possibly have 4-6 target locks of the same ship on your screen.
|

Haakelen
Gallente Federation of Freedom Fighters Executive Outcomes
|
Posted - 2009.01.19 05:53:00 -
[21]
It's certainly made the lag different. I don't remember ghost ships and rubberbanding before StacklessIO, it just flat stopped working. I don't get desynched as severely anymore. Now it's mostly stuff stuck on overview/continuous targeting and etc. |

MotherMoon
Huang Yinglong
|
Posted - 2009.01.19 06:08:00 -
[22]
Originally by: An Anarchyyt
Originally by: MotherMoon
Originally by: Ezael Whiteshadow I think people have to bear in mind that some people confuse lag with having a crap PC attempting to run eve on decent graphics.
I used to do that   
Used to being....right before this thread.
Explain?
It was about two years ago I figured out that my fps droping to 0 when I warped into a fight of over 50 people was NOT lag.
|

Dranearian
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2009.01.19 06:10:00 -
[23]
939 in local, Despite some gun issues, absolutely no more than 2-3 seconds of lag for modules/targetting.
Huge improvement over the 10-20 minute module lag with half that in local.
|

Loyal Servant
Caldari PURE Legion KIA Alliance
|
Posted - 2009.01.19 07:04:00 -
[24]
I have not seen a change. You still warp backwards.. You still get kicked off if a large fleet (150-200) jumps into your system.
You can still generate lag with numbers of 100 people. Try jumping into a 100 man gate camp... your going to lag out and by the time you load your dead.
Just because they threw a load of resources at jita does not mean it's fixed. The fact that you have to inform CCP of pending fleet engagements is still virtually the same as instancing. Kind of takes a surprise attack on an enemy off the table doesn't it?

|

Dreadchain
Gallente Space Perverts and Forum Warriors United
|
Posted - 2009.01.19 07:29:00 -
[25]
The really messed up part is that we tried to have a 20vs70 fight and it was so lagged nobody could do ****. Think I got disconnected 6 times during that fight. Whole fight lasted almost half an our despite us being outnumbered with such force. |

Tenely
|
Posted - 2009.01.19 08:25:00 -
[26]
No offense but you are doing something wrong if you are having lag in a 90 person fight o_O |

Sky Marshal
IMpAct Corp Tau Ceti Federation
|
Posted - 2009.01.19 09:34:00 -
[27]
Edited by: Sky Marshal on 19/01/2009 09:35:02
I think it is worse than before.
Simple tasks like Jump or Warp are now really difficult. For exemple, I often have to deal with the game who said that I am not at range of a gate same if the overview give me that I am at zero... It would not be surprising if it wasn't in an empty system.
Desyncs had never been so frequent.
I have to admit that sometimes, fleet battles with X00 players are really playable, the lag is correct. But it is not in all cases.
Jita was unplayable at 800, become playable after Stackless for 1200 (it was surprising ^^), but now 800 seems the limit.
As I have a good computer and good connection, correctly cleaned, I don't expect a problem from this side. |

DrAtomic
Atomic Heroes Chain of Chaos
|
Posted - 2009.01.19 10:34:00 -
[28]
From a combat perspective it will only be good once they do automatic escalation of nodes; i.e. server can't take no more = auto migrate to super hamster. - - -
Originally by: CCP Wrangler If you can understand our goal, disagree with our solution and offer a solution that is equal or better your opinion has a better chance of being heard...
|

Captain Politics
JotunHeim Hird X13 Alliance
|
Posted - 2009.01.19 10:57:00 -
[29]
The list of current problems with large engagements and improvements from my POV:
Problems
1. Ghost ships (ships that are already dead remains on grid but can not be targeted)
2. Endless locking time (you can't target anything, which is a big problem if you are running Remote Rep BS fleet.
3. Very low RoF (Some say that there is a way around this, but it's still a bug, I find warping in and out helps)
4. Warping cycles (when you try to enter a big battle your ship will warp back and arrive multiple times before you finally load grid).
5. Launching drones can sometimes be impossible
6. Ships not taking damage, (I've seen a battleship being primary for more than 20 minutes without getting RR from gangmates and still not go down, with 200+ ships pounding on it).
7. Unlimited cap in some fights meaning that you can permarun tank + mwd.
Fixed by ccp:
1. Module lag is almost gone even in big fights (few seconds at worst but thats nothing)
2.Ships seems more responsive in general, making it easier to warp out when taking damage.
3.Less lag when jumping in to enemy fleet (grid load is shorter).
4.The overall number of people able to be in system before node crash is much higher
5.Chat is no longer delayed and thus joining fleet is much easier.
6. More things to tweak in overviews and graphic settings.
Not fleet related but improvements with the Stackless I/O:
1. Market lag is almost gone 2. Mission hubs run smoothe
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