GreenSoup2HoT wrote: »I'd like to see video proof of this happening. Can you provide video evidence for each perspective using the different setting's?
It took me 2 seconds to make the change. Why don't you just try it out to see for yourself? I intend to
Might convince them with this instead from the thread I posted:
SET MaxNetworkWriteBuffer "10485760" // 10MB network write buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat). If you want input to not get dropped, raise this value. If your router isn't tuned to handle packet queuing well, it may result in added delay though.
SET MaxNetworkReadBuffer "10485760" // 10MB network read buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat)."
Highly possible the original buffer files are too small for many calcs the game sends/received to the server? Either way before you edit this file, save a copy in case it crashes.
GreenSoup2HoT wrote: »I'd like to see video proof of this happening. Can you provide video evidence for each perspective using the different setting's?
It took me 2 seconds to make the change. Why don't you just try it out to see for yourself? I intend to
What's the word
Definitely didn't hurt anything, so if you want to see if it works for you then it seems completely safe
Did you ever monitor this in detail? I know I blasted through a 250mb mobile quota with 2 hours something of ESO while being on a business trip abroad. This game has a serious data traffic thing going on.GreenSoup2HoT wrote: »I'd like to see video proof of this happening. Can you provide video evidence for each perspective using the different setting's?
It took me 2 seconds to make the change. Why don't you just try it out to see for yourself? I intend to
Might convince them with this instead from the thread I posted:
SET MaxNetworkWriteBuffer "10485760" // 10MB network write buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat). If you want input to not get dropped, raise this value. If your router isn't tuned to handle packet queuing well, it may result in added delay though.
SET MaxNetworkReadBuffer "10485760" // 10MB network read buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat)."
Highly possible the original buffer files are too small for many calcs the game sends/received to the server? Either way before you edit this file, save a copy in case it crashes.
ESO client barely sends or receives 10MB worth of network data after hours and hours of play. The network buffer should never even get remotely close to this amount in queue.
If that's the best optimization, then why wouldn't they solve all the Cyrodiil problems and just update every ones usersetting file already?
Did you ever monitor this in detail? I know I blasted through a 250mb mobile quota with 2 hours something of ESO while being on a business trip abroad. This game has a serious data traffic thing going on.GreenSoup2HoT wrote: »I'd like to see video proof of this happening. Can you provide video evidence for each perspective using the different setting's?
It took me 2 seconds to make the change. Why don't you just try it out to see for yourself? I intend to
Might convince them with this instead from the thread I posted:
SET MaxNetworkWriteBuffer "10485760" // 10MB network write buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat). If you want input to not get dropped, raise this value. If your router isn't tuned to handle packet queuing well, it may result in added delay though.
SET MaxNetworkReadBuffer "10485760" // 10MB network read buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat)."
Highly possible the original buffer files are too small for many calcs the game sends/received to the server? Either way before you edit this file, save a copy in case it crashes.
ESO client barely sends or receives 10MB worth of network data after hours and hours of play. The network buffer should never even get remotely close to this amount in queue.
GreenSoup2HoT wrote: »I'd like to see video proof of this happening. Can you provide video evidence for each perspective using the different setting's?
It took me 2 seconds to make the change. Why don't you just try it out to see for yourself? I intend to
Might convince them with this instead from the thread I posted:
SET MaxNetworkWriteBuffer "10485760" // 10MB network write buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat). If you want input to not get dropped, raise this value. If your router isn't tuned to handle packet queuing well, it may result in added delay though.
SET MaxNetworkReadBuffer "10485760" // 10MB network read buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat)."
Highly possible the original buffer files are too small for many calcs the game sends/received to the server? Either way before you edit this file, save a copy in case it crashes.
ESO client barely sends or receives 10MB worth of network data after hours and hours of play. The network buffer should never even get remotely close to this amount in queue.
No patching, straight up playing. But then, that was (I kid you not) while being in Russia, and as they say, "In Soviet Russia, quota eat up your games!"Did you ever monitor this in detail? I know I blasted through a 250mb mobile quota with 2 hours something of ESO while being on a business trip abroad. This game has a serious data traffic thing going on.GreenSoup2HoT wrote: »I'd like to see video proof of this happening. Can you provide video evidence for each perspective using the different setting's?
It took me 2 seconds to make the change. Why don't you just try it out to see for yourself? I intend to
Might convince them with this instead from the thread I posted:
SET MaxNetworkWriteBuffer "10485760" // 10MB network write buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat). If you want input to not get dropped, raise this value. If your router isn't tuned to handle packet queuing well, it may result in added delay though.
SET MaxNetworkReadBuffer "10485760" // 10MB network read buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat)."
Highly possible the original buffer files are too small for many calcs the game sends/received to the server? Either way before you edit this file, save a copy in case it crashes.
ESO client barely sends or receives 10MB worth of network data after hours and hours of play. The network buffer should never even get remotely close to this amount in queue.
Windows 10 automatically monitors all apps that use data over the last 30 days. For me ESO will use a few hundred MB in an entire month. No idea how you can go through 250 MB (I assume you mean MB not Mb) in 2 hours. The launcher of course can use a lot more depending on patches. Are you sure it wasn't a patch?
I fired up the PTS client yesterday to test some Templar stuff and I noticed a second ESO.exe appeared in that list of programs. It used 1.83 MB in the course of about 30-45 minutes.
I don't doubt that you receive more data in larger Cyro fights (sent is probably about the same) as you are getting more information on more characters positioning, skills firing etc...but there is no way you are ever going any higher than a couple dozen KB/s.
MMO's typically just don't use that much data to and from the server. It's the server having to crunch all that data and spit it out to everyone 10 times a second that causes problems.
I am not saying it's not possible there are problems and this "fix" alleviates some issues. But I have seen so many supposed "magic bullets" for ESO and other MMO's over the years for FPS problems and lag problems that after a while you learn to look at them with skepticism.
edit: As extra info I was also goofing around with Camelot Unchained for a few hours this last month. It shows that program as having used 2.29MB.
No patching, straight up playing. But then, that was (I kid you not) while being in Russia, and as they say, "In Soviet Russia, quota eat up your games!"Did you ever monitor this in detail? I know I blasted through a 250mb mobile quota with 2 hours something of ESO while being on a business trip abroad. This game has a serious data traffic thing going on.GreenSoup2HoT wrote: »I'd like to see video proof of this happening. Can you provide video evidence for each perspective using the different setting's?
It took me 2 seconds to make the change. Why don't you just try it out to see for yourself? I intend to
Might convince them with this instead from the thread I posted:
SET MaxNetworkWriteBuffer "10485760" // 10MB network write buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat). If you want input to not get dropped, raise this value. If your router isn't tuned to handle packet queuing well, it may result in added delay though.
SET MaxNetworkReadBuffer "10485760" // 10MB network read buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat)."
Highly possible the original buffer files are too small for many calcs the game sends/received to the server? Either way before you edit this file, save a copy in case it crashes.
ESO client barely sends or receives 10MB worth of network data after hours and hours of play. The network buffer should never even get remotely close to this amount in queue.
Windows 10 automatically monitors all apps that use data over the last 30 days. For me ESO will use a few hundred MB in an entire month. No idea how you can go through 250 MB (I assume you mean MB not Mb) in 2 hours. The launcher of course can use a lot more depending on patches. Are you sure it wasn't a patch?
I fired up the PTS client yesterday to test some Templar stuff and I noticed a second ESO.exe appeared in that list of programs. It used 1.83 MB in the course of about 30-45 minutes.
I don't doubt that you receive more data in larger Cyro fights (sent is probably about the same) as you are getting more information on more characters positioning, skills firing etc...but there is no way you are ever going any higher than a couple dozen KB/s.
MMO's typically just don't use that much data to and from the server. It's the server having to crunch all that data and spit it out to everyone 10 times a second that causes problems.
I am not saying it's not possible there are problems and this "fix" alleviates some issues. But I have seen so many supposed "magic bullets" for ESO and other MMO's over the years for FPS problems and lag problems that after a while you learn to look at them with skepticism.
edit: As extra info I was also goofing around with Camelot Unchained for a few hours this last month. It shows that program as having used 2.29MB.
Maybe it's something like the MTU settings in early days of broadband, where a slight change took you from overflowing into the correct range and accelerated you intarwebs considerably. Sorry for being vague on the technicalities, was long enough back that I lost most of it from my data storage (brain).
from my logic, what this COULD do is that you don't have to spam that one crucial ability anymore and hope that it will eventually go out (e.g. nega/nove/etc in ergy settings). If buffer sizes are ever an issue, that is.
on the downside, it will still take its time to go out (until server is ready) and a delayed effect may be undesired. i.e. you only have to press once but if it takes 20sec to happen, you maybe don't even want it anymore,
now in practice, making the change did absolutely nothing noticeable for me. albeit, it wasn't super laggy yesterday but neither was it for anyone on TS. Some people have inexplicable fps drops (imho they still have mini maps but don't want to admit it xD ) but for those that have only problems with ping (like me), everyone seemed to get the same results before and after I edited the file.
keep in mind this is very subjective and from a rather short test without a criticial lag-situation
from my logic, what this COULD do is that you don't have to spam that one crucial ability anymore and hope that it will eventually go out (e.g. nega/nove/etc in ergy settings). If buffer sizes are ever an issue, that is.
on the downside, it will still take its time to go out (until server is ready) and a delayed effect may be undesired. i.e. you only have to press once but if it takes 20sec to happen, you maybe don't even want it anymore,
now in practice, making the change did absolutely nothing noticeable for me. albeit, it wasn't super laggy yesterday but neither was it for anyone on TS. Some people have inexplicable fps drops (imho they still have mini maps but don't want to admit it xD ) but for those that have only problems with ping (like me), everyone seemed to get the same results before and after I edited the file.
keep in mind this is very subjective and from a rather short test without a criticial lag-situation
I said it will work who has super lag problem between massive zergs. If you dont have problem already then ofcourse you wont get any result as usualy( i think) lol .
GreenSoup2HoT wrote: »I'd like to see video proof of this happening. Can you provide video evidence for each perspective using the different setting's?
It took me 2 seconds to make the change. Why don't you just try it out to see for yourself? I intend to
Might convince them with this instead from the thread I posted:
SET MaxNetworkWriteBuffer "10485760" // 10MB network write buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat). If you want input to not get dropped, raise this value. If your router isn't tuned to handle packet queuing well, it may result in added delay though.
SET MaxNetworkReadBuffer "10485760" // 10MB network read buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat)."
Highly possible the original buffer files are too small for many calcs the game sends/received to the server? Either way before you edit this file, save a copy in case it crashes.
ESO client barely sends or receives 10MB worth of network data after hours and hours of play. The network buffer should never even get remotely close to this amount in queue.
what "lag" for you? fps or ping?
I have never seen anyone with a worse ping other than those you just have bad connections and where even TS shows packet loss on them).
FPS really seem to be different for many players (some with much better hardware have much lower fps than me). But I wouldn't call this "lag", let alone server-lag.
So wht is your method supposed to fix? Help those with a very bad connection? Resolve some myterious problem where some people are affected by server lag and some aren't (I have never seen this happen, and tbh it doesn't really make that much sense. Either the server is under too much load and fails to deliver in time, or it isn't)
GreenSoup2HoT wrote: »I'd like to see video proof of this happening. Can you provide video evidence for each perspective using the different setting's?
It took me 2 seconds to make the change. Why don't you just try it out to see for yourself? I intend to
GreenSoup2HoT wrote: »I'd like to see video proof of this happening. Can you provide video evidence for each perspective using the different setting's?
It took me 2 seconds to make the change. Why don't you just try it out to see for yourself? I intend to
Might convince them with this instead from the thread I posted:
SET MaxNetworkWriteBuffer "10485760" // 10MB network write buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat). If you want input to not get dropped, raise this value. If your router isn't tuned to handle packet queuing well, it may result in added delay though.
SET MaxNetworkReadBuffer "10485760" // 10MB network read buffer. I assume higher values would result in higher latency if too many packets get stuck in a queue (bufferbloat)."
Highly possible the original buffer files are too small for many calcs the game sends/received to the server? Either way before you edit this file, save a copy in case it crashes.
ESO client barely sends or receives 10MB worth of network data after hours and hours of play. The network buffer should never even get remotely close to this amount in queue.
As someone who tethers when traveling, I can say with 100% certainty that this isn't true.