KhajitFurTrader,
64 bit port is a non trivial amount of work..
Would take efforts from 4 teams, plus an OpenGL re write and fully replacing some 3rd party middleware.
On a positive note the Console builds are all 64bit and the core ESO game engine is 64bit compatible already.
HI everyone,
64bit clients area dual PC/MAC issue.
There will never be just a Mac 64bit build without the PC 64bit client.
Anyhow Balance is correct, 64bit will not be on the radar till after console launch. It is a very complex set of upgrades.
As for PC/MAC client issues in general they are being worked on constantly and all game / engine changes are share between all platforms.
Generally speaking if we fix a game play bug on 1 platform it gets fixed on all of them.
Mac memory related tweaks we hope improves the stability of ESO on 10.10 will be pushed to PTS soon.
GreySix etc,
There is currently no timeline for when a 64bit mac client would be released.
We will work on tuning memory issues.
Hi Wookyenub18_ESO
Thank you for the beautiful report.
This was exactly what we needed.
Today we were able to locate the root cause of why 10.10 does not play nice with many 32bit games.
Basically the Apples IOKit Framework that handles communications between hardware and the application works differently in 10.10.
1. It uses up more RAM then past OS versions.
2. When data is pushed to the GPU and later deleted. IOKit does not free up ram and instead stays at the high-water mark.
ESO crashes a lot when teleporting inside a zone because ESO loads in new data for the location you are teleporting to before releasing unused data. Unused data from the old location times out 5 seconds later. Thus pushing the GPU / IOKIT high water mark higher then what is actually needed to run the game.
PVP uses a lot more RAM then PVE on average which is why it crashes more.
The current solution is to run the game on medium or lower settings.
Anything that saves ram.
Texture quality is a big one.
Shadow quality setting it lower or off will save RAM.
Running at lower screen resolutions will save RAM.
View distance can save RAM since less textures will need to be loaded.
Rolling back to an OS version before 10.10 would also help a lot.
On our end we are going to have to figure out how to free up hundreds of megs of additional ram.
stefan.gustavsonb16_ESO wrote: »Why release Tamriel Unchained (sic) if the PvP is so bugged?
Because at this point, they have no choice. With no working plan for fixing it any time soon, or indeed ever, there is no use delaying the launch. The console release was already delayed one year, and delaying it further will probably kill it.
onlinegamer1 wrote: »ZOS_PaulSage wrote: »Hello everyone,
Our Cyrodiil performance is something we are very aware of. Performance drags when there are numerous players in the same place at the same time. This is why performance in Cyrodiil is fine for much of the day, but gets worse during more popular times. We are currently investigating ways in which we can reduce the spike of performance loss. We added in some features for Update 6 which we hoped would help, but ultimately did not. This is not a situation where we can just add more hardware. Player population in a given area hurts the performance and the more people that are in one area, the more performance is going to be hurt.
Actively, we are looking at changing the behavior of the players to remove incentives for large groups to stay in the same area. We want to do this by providing larger incentives for Alliances to split up and take on multiple-challenges in Cyrodiil. We’ll continue to work on this. We are also asked by players if there is anything they can do to help. In this situation, the best thing you can do is split off to different objectives when you notice performance going down. Cyrodiil is a big place with lots of different things to do. And thank you for asking.
No offense, but this is ridiculous.
What are we supposed to do when an enemy pushes for a scroll? Go run a dolmen?
What are we supposed to do when an enemy pushes for Emperor? Fish in the central lake?
Its not PvP, its AvAvA. The entire point is large scale battle. If we wanted small scale battles, we'd ask for Arena's and Battlegrounds. Which, FYI, would kill off participation in Cyrodiil 100%.
If you can't figure out how to eliminate lag, find someone who can. But don't tell players not to group up, that is the entire point of AvA.
Grraauuggh wrote: »Ok, so maybe this is a dumb question, but why not just make cyrodiil larger, with more stuff to lose? The more spread-out the map is, with more objectives to take that are also harder to travel to, the less likely it is that everyone would simply stack up on choke points for AP, assuming you combined this with a change to mechanics that would allow people to gain similar AP/XP gains in Cyrodiil from smaller encounters. This would also eliminate lag from simply being "near" a large battle, since you'd be more likely to be further away from it.
This seems like evidence of a larger issue to me, which is that there have been little to no new enhancements to PvP content since launch, aside from the combat balancing issues. While I am certainly appreciative of everything Zenimax has done to balance the combat, it certainly is striking that we don't even have the Imperial City unlocked yet. Imagine if each alliance had twice the number of keeps to defend!
I recognize that adding content is not a simple, easy undertaking, but given how big of a problem the lag issue is, it seems like adding more potential encounters, more diversity to the types of encounters, and just a larger map in general would be worth the effort in order to eliminate the lag issues. Am I missing something here?
G
I see a lot less zerging now than before 1.6. I don't think this still the issue.Idea to stop zergin: Change the new "Kamikaze" ability and increase it's damage depending on the # of players that are around the target. If there are more than 10 people in a 5m radius, then detonate for 100K AOE damage.
See if they keep zerging then...
I think they actually provide a useful visual aid, not to mention it would be a lot more boring without them.All spell effects should be removed. Casting/bow/weapon animations OK but get rid of all spell effects.
I agree, however lag free PvP is better than large scale PvP that can't be effectively played. It's not a long term solution but it's better than nothing. Again, nobody is going to voluntarily allow a keep to be overrun because it will cause lag to go help defend it though.ZOS_PaulSage wrote: »Hello everyone,
Actively, we are looking at changing the behavior of the players to remove incentives for large groups to stay in the same area. We want to do this by providing larger incentives for Alliances to split up and take on multiple-challenges in Cyrodiil. We’ll continue to work on this. We are also asked by players if there is anything they can do to help. In this situation, the best thing you can do is split off to different objectives when you notice performance going down. Cyrodiil is a big place with lots of different things to do. And thank you for asking.
Respectfully, this is not a long term solution.
I cannot stress how important it is to have large scale pvp as a selling point of your game. Large scale PvP is a title that will continually attract new PvPers, but subdued pvp will only retain current pvpers. Of those retained many will leave once an MMO comes out with large scale PvP. You will also divide guilds so that they cannot all play together in the same place.
Losing this title is a very big deal, I urge you to find a long term solution. You have 2 console editions coming out with a brand new audience, do not lose this selling point.
The problem really only happens when people cluster together though, so this is probably not even a solution to the problem.bloodenragedb14_ESO wrote: »i think it might help by added a non-pvp instance of cyrodiil for roleplayers, explorers, and people who generally dont like pvp. that might help illeviate traffic on some servers
PvP is not set up to support hundreds in one locality at a time.
Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online supports hundreds of players on screen at once in an open world fight for control of Cyrodiil.
ZOS_PaulSage wrote: »Just to clarify. There seemed to be a misunderstanding that I was saying we are "giving up" or "blaming this on players." Absolutely not. We are looking at the issue from many angles. I certainly didn't mean to imply we couldn't or wouldn't change code to improve performance, but rather that the answer wasn't more hardware. (It is often suggested this is the best way to fix problems.) I also wasn't implying you shouldn't play naturally, but unfortunately it is true that more players right now in a smaller area causes the performance problems. I say this not to discourage behavior or try push off the issue, but rather to give completely frank information about the root cause.
so dont try to pull the "people dont play on other servers" card or "the best PvPers are on Thornblade"
asneakybanana wrote: »Okay so you dont want us to zerg yet EVERY patch youve introduced since 1.0 has encouraged zerging more and more. We had very little lag back when ground oils and necrotic orbs and frag shields were around because people were afraid to clump up due to a massive damage spike. I realize you dont want this game to be AoE focused but having everyone running single target and focusing one player at a time. If you give us ways to do more damage vs the zergs whether thats buffing AoE damage, giving us more damage based on the number of targets hit, or buffing siege damage such as making the snare from oil catapults unpurgable and oil pots being a one shot unless purged. This will force people to actually think rather than just saying oh look we have 100 people lets just charge the flags and spam heals, if they do that they will be killed before the lag.
ZOS_PaulSage wrote: »Just to clarify. There seemed to be a misunderstanding that I was saying we are "giving up" or "blaming this on players." Absolutely not. We are looking at the issue from many angles. I certainly didn't mean to imply we couldn't or wouldn't change code to improve performance, but rather that the answer wasn't more hardware. (It is often suggested this is the best way to fix problems.) I also wasn't implying you shouldn't play naturally, but unfortunately it is true that more players right now in a smaller area causes the performance problems. I say this not to discourage behavior or try push off the issue, but rather to give completely frank information about the root cause.
ZOS_PaulSage wrote: »Just to clarify. There seemed to be a misunderstanding that I was saying we are "giving up" or "blaming this on players." Absolutely not. We are looking at the issue from many angles. I certainly didn't mean to imply we couldn't or wouldn't change code to improve performance, but rather that the answer wasn't more hardware. (It is often suggested this is the best way to fix problems.) I also wasn't implying you shouldn't play naturally, but unfortunately it is true that more players right now in a smaller area causes the performance problems. I say this not to discourage behavior or try push off the issue, but rather to give completely frank information about the root cause.
ZOS_PaulSage wrote: »Actively, we are looking at changing the behavior of the players to remove incentives for large groups to stay in the same area. We want to do this by providing larger incentives for Alliances to split up and take on multiple-challenges in Cyrodiil. We’ll continue to work on this. We are also asked by players if there is anything they can do to help. In this situation, the best thing you can do is split off to different objectives when you notice performance going down. Cyrodiil is a big place with lots of different things to do. And thank you for asking.
houimetub17_ESO wrote: »Its pretty simple, Zenimax
Come in thornblade during primetime, when EP pushes for scrolls and emperor and at what is really happening there
ZOS_PaulSage wrote: »Actively, we are looking at changing the behavior of the players to remove incentives for large groups to stay in the same area. We want to do this by providing larger incentives for Alliances to split up and take on multiple-challenges in Cyrodiil. We’ll continue to work on this.
ZOS_PaulSage wrote: »We are currently investigating ways in which we can reduce the spike of performance loss.
ZOS_PaulSage wrote: »We added in some features for Update 6 which we hoped would help, but ultimately did not. This is not a situation where we can just add more hardware.
ZOS_PaulSage wrote: »Actively, we are looking at changing the behavior of the players to remove incentives for large groups to stay in the same area. We want to do this by providing larger incentives for Alliances to split up and take on multiple-challenges in Cyrodiil. We’ll continue to work on this.
Just GET RID OF THE *** LIGHTING PATCH IN CYRODIIL!!!!! THIS WILL SOLVE ALL YOUR PROBLEMS!!!
STICK PVP ON PTS SERVER BEFORE LIGHTING PATCH, AND HOST AN EVENT AND SEE IF IT CRASHES
Or actually PLAY on Thornblade NA during prime time with EP, AND FOLLOW AROUND HAVOC AND IR AND SEE HOW THEY ARE CAUSING THE LAG