_adhyffbjjjf12 wrote: »McTaterskins wrote: »_adhyffbjjjf12 wrote: »i'm in a game right now
What game is that? Platform?
GW2 WVW PC
One of the big problems is that they moved the majority of the calculations from the client to the servers. I know it is due to the cheaters, but did it really make that big a difference? People still can fly and equip Dungeon Boss Skills and shoot at people, for starters. All the downsides and no particular benefit.
As a comparison in 2014-2016/17 the game performed, well as expected in most areas, at least far better than now in regards to lag. That was with a 32-bit game on a 32-bit operating system using max 4GB of (slow) memory with a PCI 1 DX9 GPU and a 2 core AMD CPU.
Today we have threadripping multi core CPUs, monster PCI 3-4 DX12+ GPUs on 64-bit code using 8-32+GB of super fast ram and lighting fast PCI 3-4 NvME and SSD drives. But the game performs abysmal for many and in many cases, of course not for all and of course not in all aspects. In fact on many levels the graphic details, much "single" play feel (well you know what I mean) is performing better, and you can tell they have worked hard. Still the lag performance is worse than in the 32-bit days.
Imagine if our clients could utilize all that CPU power instead of burdening the mega servers? Add to that an UDP update with no ACK or wait for packets to arrive in order...
There has to be some great anti-cheat system that could be used by ESO and the calculations restored to the clients. I mean, many games do with fairly good success.
As RinaldoGandolphi suggested in this thread:
https://www.battleye.com/
https://www.easy.ac/en-us/
https://go.kaspersky.com/anticheat.html
_adhyffbjjjf12 wrote: »One of the big problems is that they moved the majority of the calculations from the client to the servers. I know it is due to the cheaters, but did it really make that big a difference? People still can fly and equip Dungeon Boss Skills and shoot at people, for starters. All the downsides and no particular benefit.
As a comparison in 2014-2016/17 the game performed, well as expected in most areas, at least far better than now in regards to lag. That was with a 32-bit game on a 32-bit operating system using max 4GB of (slow) memory with a PCI 1 DX9 GPU and a 2 core AMD CPU.
Today we have threadripping multi core CPUs, monster PCI 3-4 DX12+ GPUs on 64-bit code using 8-32+GB of super fast ram and lighting fast PCI 3-4 NvME and SSD drives. But the game performs abysmal for many and in many cases, of course not for all and of course not in all aspects. In fact on many levels the graphic details, much "single" play feel (well you know what I mean) is performing better, and you can tell they have worked hard. Still the lag performance is worse than in the 32-bit days.
Imagine if our clients could utilize all that CPU power instead of burdening the mega servers? Add to that an UDP update with no ACK or wait for packets to arrive in order...
There has to be some great anti-cheat system that could be used by ESO and the calculations restored to the clients. I mean, many games do with fairly good success.
As RinaldoGandolphi suggested in this thread:
https://www.battleye.com/
https://www.easy.ac/en-us/
https://go.kaspersky.com/anticheat.html
cheating can literally destroy gameplay and economies
NotTaylorSwift wrote: »_adhyffbjjjf12 wrote: »One of the big problems is that they moved the majority of the calculations from the client to the servers. I know it is due to the cheaters, but did it really make that big a difference? People still can fly and equip Dungeon Boss Skills and shoot at people, for starters. All the downsides and no particular benefit.
As a comparison in 2014-2016/17 the game performed, well as expected in most areas, at least far better than now in regards to lag. That was with a 32-bit game on a 32-bit operating system using max 4GB of (slow) memory with a PCI 1 DX9 GPU and a 2 core AMD CPU.
Today we have threadripping multi core CPUs, monster PCI 3-4 DX12+ GPUs on 64-bit code using 8-32+GB of super fast ram and lighting fast PCI 3-4 NvME and SSD drives. But the game performs abysmal for many and in many cases, of course not for all and of course not in all aspects. In fact on many levels the graphic details, much "single" play feel (well you know what I mean) is performing better, and you can tell they have worked hard. Still the lag performance is worse than in the 32-bit days.
Imagine if our clients could utilize all that CPU power instead of burdening the mega servers? Add to that an UDP update with no ACK or wait for packets to arrive in order...
There has to be some great anti-cheat system that could be used by ESO and the calculations restored to the clients. I mean, many games do with fairly good success.
As RinaldoGandolphi suggested in this thread:
https://www.battleye.com/
https://www.easy.ac/en-us/
https://go.kaspersky.com/anticheat.html
cheating can literally destroy gameplay and economies
I'd rather see a handful of cheaters in cyro and actually be able to play the game tho They would be banned at some point, idc if it takes longer xD but rn cyro is absolutely unplayable. It is just SO bad. Nothing to describe it. I would take real cheaters/hackers over this game performance every day of the week.
Macwynne67 wrote: »It was so laggy last night it was hard to play in Cyrodil. How come old school games like daoc has hardly no lag in pvp but ESO pvp is a lock down fest ?
Macwynne67 wrote: »It was so laggy last night it was hard to play in Cyrodil. How come old school games like daoc has hardly no lag in pvp but ESO pvp is a lock down fest ?
Maybe ZOS should hire the DAOC devs (again) to fix it here?
TheEndBringer wrote: »BR isn't always the answer
XB NA BR is garbage right now because one faction, just one, is pop locked. The other two are usually 2 bars and never pop locked. The moment the one faction locks the entire server goes down the drain.
Meanwhile GH is even worse than normal. It seems this particular patch has been exceptionally bad for performance. Even in BR, trying to fire any skill is delayed at best or never fires at all. Seige takes forever to fire. Guards desyncing people with their dumb, old animations and attacks that don't even match those from the players.
It's laughably bad.
_adhyffbjjjf12 wrote: »Ball groups is fine if the game is coded properly, i'm in a game right now with easily 200 in a 3 way running battle, AOE EVERYWHERE, at 60fps solid with everything maxed out. That's with number of enemy players shown at minimum and its an absolute riot, no rubber banding, no lag, straight fighting. Zos has no excuse in this day and age.
spacefracking wrote: »_adhyffbjjjf12 wrote: »Ball groups is fine if the game is coded properly, i'm in a game right now with easily 200 in a 3 way running battle, AOE EVERYWHERE, at 60fps solid with everything maxed out. That's with number of enemy players shown at minimum and its an absolute riot, no rubber banding, no lag, straight fighting. Zos has no excuse in this day and age.
I love that golden hour when pop is high but the ball groups aren't on yet, so big fights can be had. It's wonderful :')