Hey fellow adventurers,
I hope everyone's enjoying their time in Tamriel, but I've been hitting a bit of a roadblock lately—literally. Whenever I dive into those epic large-scale battles, my FPS drops harder than a mudcrab in full armor. I'm talking about the kind of frame rate that makes you wonder if the game is secretly running on a potato.
The thing is, I'm running this on a high-end PC, so it's definitely not a hardware issue. There's a lot going on in these big fights: spells flying, swords clashing, and who knows how many players running around. But it feels like my character's moving through molasses, and that's no fun for anyone trying to be the hero (or villain) of the battlefield.
I've tried all the usual suspects: lowering graphics settings, updating drivers, and even praying to the Divines for a miracle boost. Yet, here I am, still caught in the lag.
Is anyone else facing the same struggle? Any magical solutions out there that I haven't thought of yet? Would love to hear how you all are dealing with this or if you’re just as frustrated as I am.
Thanks, and may your adventures be smoother than mine!
Hey fellow adventurers,
I hope everyone's enjoying their time in Tamriel, but I've been hitting a bit of a roadblock lately—literally. Whenever I dive into those epic large-scale battles, my FPS drops harder than a mudcrab in full armor. I'm talking about the kind of frame rate that makes you wonder if the game is secretly running on a potato.
The thing is, I'm running this on a high-end PC, so it's definitely not a hardware issue. There's a lot going on in these big fights: spells flying, swords clashing, and who knows how many players running around. But it feels like my character's moving through molasses, and that's no fun for anyone trying to be the hero (or villain) of the battlefield.
I've tried all the usual suspects: lowering graphics settings, updating drivers, and even praying to the Divines for a miracle boost. Yet, here I am, still caught in the lag.
Is anyone else facing the same struggle? Any magical solutions out there that I haven't thought of yet? Would love to hear how you all are dealing with this or if you’re just as frustrated as I am.
Thanks, and may your adventures be smoother than mine!
First step would be to look at the communication between your computer (or client as ESO game is a client) and your connection to ESO server as that can also be different from time to time depending on load on server.
When there is a lot of player in the same instance as yourself have been placed then server will also take more time to calculate every players action which in turn will also have an impact on almost every player in that instance. I use the term instance as server create an in game world depending on number of player and in PvP.
Depending if you are playing BG or Imperial City which have a limit of how many player that can be in the same in game world; as for Cyradiil there is a cap, but even there you have the same impact as server is built on the same server tech and make use of the same type of assets which with the difference that there are several instances that made to look like there is continuous/seamless world and you will notice that you have sometimes a very short loading screen when you travelling fast in that world.
The main reason most PvP players in Cyrodiil prefer to play in non-CP campaign is that when you don't have passives from CP in combination with passives from Set gear that can procs, there will also be less delay from processing all passives.
If you don't believe me, start to count how many passives that you have from gear that are based on bonus of Set, add every skill line that can be active depending on weapon skill line, from every skill that are equipped (both front bar and back bar) and depending on weight of your armour (Light, medium and heavy) and you will see that all this need to be calculated.
Add now range on skills for when they are active during a battle and see how that adds up when there are several player that in range of each other. Don't forget how healing skills (HoT) and buff or debuff also work on other player in range and you will understand that this will slow down how fast your client can be updated from server for what you see on screen and you video card will need to wait before it can render anything to your screen.
In Cyrodiil we also have ranged weapon in form of siege weapon which also adds into performance as that also needs to be calculated when it is used and then each objective like building that can take damage etc. NPCs around resources is also something that most player in PvP forget as some of those NPCs have a large range when those NPC make of their skills.
So your frames will certainly drop if there is too much action going on at once as your client (and your local computer) will have to wait for information on what to show on screen as most of this is handled by server side and therefore it will be a drop in frame rate as response time will increase with more player in the same game world.
You don't see any large scale battle in ESO compared to Guild Wars 2 in PvE and it is most likely because ESO can't have 50 or 100 player at the same spot (and practically it is very hard to see anything when there is so many player in short range of each other for what is going on even in GW2). In Guild War 2 a squad have up to 50 player, in ESO max number of a group can be 24 player, so that is an indication of how many player that each game can handle before it gets into limitation of engine and server technology. GW2 have three World or Alliances that can fight each, I don't recall what cap there is now, but it have been reduced to improve performance in WvW (in ESO it is AvA).
So you can expect that in PvP that this will even get worse then in large scale PvE fights (ESO doesn't have maps that rotate on a clock as GW2 where map have event chain that leads up to a large scale Boss fight) as now every player will have to be shown in game if they are to be part of who is getting hit and by what.
To put simple: when a game like a MMO reach certain amount of player and each player have a lot of passives that need to be calculated then it will also increase time for server to send back to client what is going on which client, all thisneeds to be done before your client can then show this on your screen.
Server performance is really the limit of performance in most MMOs today. It isn't some magic that can be made by adding faster server as that is very expensive for gaming usage and then we have the limit of Internet as Internet is based on nodes that connect with other nodes which in turns can drop performance between client and server. as nodes are also changing which path communication will go and how fast.