Link for those who want it.ZOS_MattF 25 points 3 days ago
This [reducing the lag in Cyrodiil] is our #1 PvP-focused dev effort right now. As an active (but really terrible) PvP player, I too run into this problem far too often. It's a complicated one with lots of different factors joining together to degrade performance - i.e. it's not easy, which explains why we haven't addressed it yet. We are working on a fix now involving our physics engine, and we're confident that we can dramatically improve performance, but that's the kind of thing that can introduce new problems if not done properly, so we are being very careful and not rushing it. You should hear a lot more about this after the dust settles from Osrinium launch.
LinkZOS_MattF 15 points 3 days ago
64 Bit client is planned for the Q1 Update (i.e. the next big one). Mac users will see dramatic performance increase when we do this, as well as 64-but windows users. My main gaming machine is Windows, but I'm on the road enough with my Macbook Pro 13 retina that I definitely know what you are talking about.
ZOS_RichLambert 7 points 3 days ago
Improving the PvP experience is definitely a priority. Our focus currently is improving the server performance. We're also working on some new things to spend AP on as well as adding some new things to Cyrodiil.
ZOS_JaredCarr 7 points 3 days ago
We are currently optimizing our DX11 code, and working on other graphics optimizations that we hope to have wrapped up early 2016. Once that work is complete we will be looking more closely at DX12 support, but I can't make any promises at this stage.
Jessica Folsom wrote:It's a very grey area.
LinkZOS_MattF 15 points 3 days ago
64 Bit client is planned for the Q1 Update (i.e. the next big one). Mac users will see dramatic performance increase when we do this, as well as 64-but windows users. My main gaming machine is Windows, but I'm on the road enough with my Macbook Pro 13 retina that I definitely know what you are talking about.
ZOS_RichLambert 7 points 3 days ago
Improving the PvP experience is definitely a priority. Our focus currently is improving the server performance. We're also working on some new things to spend AP on as well as adding some new things to Cyrodiil.
ZOS_JaredCarr 7 points 3 days ago
We are currently optimizing our DX11 code, and working on other graphics optimizations that we hope to have wrapped up early 2016. Once that work is complete we will be looking more closely at DX12 support, but I can't make any promises at this stage.
Huckdabuck wrote: »"i.e. it's not easy, which explains why we haven't addressed it yet."
So we were all correct to assume that they weren't even looking into it since he so clearly states that in the quote above.......they had not addressed it yet????? I mean almost a year and a half later and they are just now getting into trying to figure out that it wasn't the deer. Poor bambi was sacrificed for nothing! GG ZOS GG.
I would take either of those over the lag we currently have.Dagoth_Rac wrote: »Huckdabuck wrote: »"i.e. it's not easy, which explains why we haven't addressed it yet."
So we were all correct to assume that they weren't even looking into it since he so clearly states that in the quote above.......they had not addressed it yet????? I mean almost a year and a half later and they are just now getting into trying to figure out that it wasn't the deer. Poor bambi was sacrificed for nothing! GG ZOS GG.
That is not what he means. What he means is that they have been putting a huge effort into fixing it, but it requires a change to a major game subsystem (the physics engine). They have made that change, which likely took an enormous amount of time and effort. But you don't throw a change like that in willy-nilly. What if it fixes lag, but now people can walk through walls? Or it fixes lag but melee damage no longer registers? They cannot just fix lag. They have to fix lag without breaking everything else. And until they are sure it does not break everything else, it does not go in.
Lava_Croft wrote: »Because adding flag to towns so you can capture them is obviously something that will not be done by groups of 40.
Just like IC was always full of people running in groups of 4.
Teargrants wrote: »Link for those who want it.ZOS_MattF 25 points 3 days ago
This [reducing the lag in Cyrodiil] is our #1 PvP-focused dev effort right now. As an active (but really terrible) PvP player, I too run into this problem far too often. It's a complicated one with lots of different factors joining together to degrade performance - i.e. it's not easy, which explains why we haven't addressed it yet. We are working on a fix now involving our physics engine, and we're confident that we can dramatically improve performance, but that's the kind of thing that can introduce new problems if not done properly, so we are being very careful and not rushing it. You should hear a lot more about this after the dust settles from Osrinium launch.
Teargrants wrote: »Link for those who want it.ZOS_MattF 25 points 3 days ago
This [reducing the lag in Cyrodiil] is our #1 PvP-focused dev effort right now. As an active (but really terrible) PvP player, I too run into this problem far too often. It's a complicated one with lots of different factors joining together to degrade performance - i.e. it's not easy, which explains why we haven't addressed it yet. We are working on a fix now involving our physics engine, and we're confident that we can dramatically improve performance, but that's the kind of thing that can introduce new problems if not done properly, so we are being very careful and not rushing it. You should hear a lot more about this after the dust settles from Osrinium launch.
This [reducing the lag in Cyrodiil] is our #1 PvP-focused dev effort right now. ... uhm yea, only took two years... f*** u! Is all i have to say.
+ @FMonk @Huckdabuck