Huckdabuck wrote: »WTB pre-lighting patch private server to PvP on. This garbage heap that's live right now is just.........freaking sad.
ZOS said it is ""not"" the lighting patch. So IF they already know wtf causes fps drops why do they not fix it then?
Saying it isn't lightning patch but when the patch got applied to the servers, we got huge mofo FPS drops to 0 is just *** ridiculous.
Keep removing deers to "improve" server performance, I still laugh my ass off on that one.
Septimus_Magna wrote: »
From what I understood is that the lightning changes itself didnt mess much up, it was all the other stuff in this patch that was pushed from the server to client-side that reduced performance in Cyrodiil.
Maybe that was part of it, but Brian said that the primary issue was the number of players who started unlocking process-heavy skills at about the same time as the lighting patch. Not sure whether I totally believe that, but it is definitely true that some of the higher-level skills have more particle and animation effects than the lower-level ones, and many of them require LoS checks, which would both add a lot of load to server requests.
Jessica Folsom wrote:It's a very grey area.
Maybe that was part of it, but Brian said that the primary issue was the number of players who started unlocking process-heavy skills at about the same time as the lighting patch. Not sure whether I totally believe that, but it is definitely true that some of the higher-level skills have more particle and animation effects than the lower-level ones, and many of them require LoS checks, which would both add a lot of load to server requests.
Maybe that was part of it, but Brian said that the primary issue was the number of players who started unlocking process-heavy skills at about the same time as the lighting patch. Not sure whether I totally believe that, but it is definitely true that some of the higher-level skills have more particle and animation effects than the lower-level ones, and many of them require LoS checks, which would both add a lot of load to server requests.
AbraXuSeXile wrote: »
Its a lie, i was running a train before 1.2.3 getting into 3 way fights with other trains. No lag.
lighting patch gave us weeks of issues and never recovered, when they fixed fps the latency was broke.
MisterBigglesworth wrote: »When this game was first released there were so many holes in their netcode that the client (meaning your game installed on your computer) could basically do whatever the hell it wanted and the server would just, ya know, "take your word for it". Oh you want to dupe gold and mats? Sure, why not! I'm just the server, I don't need to check on these things! Oh, you're a bot program that makes characters fly around at 500mph under the ground and through walls? Have it, client! I trust everything you say!
and then...
Patch 1.2.3...
Famously known as the "lighting patch"...
Changed all that. Suddenly server checks (which should have been built right into the game from the beginning, but weren't because lack of foresight and a lack of experience developing MMOs) were added as an afterthought to a game whose large-scale PvP performance depended upon offloading most of the work to the client.
Basically ZOS cut corners with their netcode in order to have "hundreds of players on screen" as a selling point, and it came back to bite them.
Jessica Folsom wrote:It's a very grey area.
MisterBigglesworth wrote: »When this game was first released there were so many holes in their netcode that the client (meaning your game installed on your computer) could basically do whatever the hell it wanted and the server would just, ya know, "take your word for it". Oh you want to dupe gold and mats? Sure, why not! I'm just the server, I don't need to check on these things! Oh, you're a bot program that makes characters fly around at 500mph under the ground and through walls? Have it, client! I trust everything you say!
and then...
Patch 1.2.3...
Famously known as the "lighting patch"...
Changed all that. Suddenly server checks (which should have been built right into the game from the beginning, but weren't because lack of foresight and a lack of experience developing MMOs) were added as an afterthought to a game whose large-scale PvP performance depended upon offloading most of the work to the client.
Basically ZOS cut corners with their netcode in order to have "hundreds of players on screen" as a selling point, and it came back to bite them.
If "it's not the lighting" then figure out what other changes you made in that lighting patch. It WAS that patch. That was the beginning of the end.
65 MBit/sec fiber inet.
After 1 january ESO transformed for me into this every day:https://www.youtube.com/watch?v=NeIClJC5u8k
I don't have such problems in other games, like Black Desert. So should i just forget about ESO?
Tried to port on locked Azura just for fun - got disconnect at the same second, doubt GPU has anything with it.
Here we go. I also have this issue. Their customer support says to me that this is because of my GPU card... xD
ZOS_BrianWheeler wrote: »Lighting would effect your client and not the server, and that's what these changes are focused on.
For instance why does the game lag *at all* in vMSA? It's a tiny PvE scripted instance...the game should (and used to) run absolutely flawless in any PvE I've experienced in the past. The same is true in Cyrodiil when a campaign is completely dead. I was dueling at 5AM on a dead campaign the other night and the controls, weapon swapping, ability firing etc was just sluggish and unresponsive.
ZOS_BrianWheeler wrote: »For Cyrodiil the answer is simply that it's one zone and if anything floods the server with requests from that zone, regardless of where it occurred in the zone, will effect the entire zone. There may have been a battle at Alessia bridge, but it could effect what happens at Fort Warden.
ZOS_BrianWheeler wrote: »For Cyrodiil the answer is simply that it's one zone and if anything floods the server with requests from that zone, regardless of where it occurred in the zone, will effect the entire zone. There may have been a battle at Alessia bridge, but it could effect what happens at Fort Warden.
Cyrodiil Zone Splitting
I can only observe from outside how Zenimax LOS checks implemented. Fact is, the server needs to know which enemy players are at the time of AoE damage in range of that AoE. Now the question is how we get this infornation?
Suppose Cyrodiil is a single instance, then the server must determine which enemy players were at the time of AoE's from player A in the reach of that AoE. Gets the server now the position of all enemy players in Cyrodiil and checks it? Or is there another method?
If zone splitting is not active, then the server searches completely Cyrodiil. In my simulation I have set the value to 500 objects.
If zone splitting is active, then Cyrodiil is divided into small boxes (zones). Thus, the server does not need to search complete Cyrodiil. The server only needs to search the objects in the zone of the AoE damage occurred. If the AoE reaches over zone boundaries all bordering areas are searched. So I would do it. In the simulation, which has the consequence that only the enemies of the other group to be searched.
Depending on how large the zones are, the number of LOS checks can be massively reduced (theoretically) on a filled Cyrodiil server. That's like saying a process that I would apply. But what system implemented that only knows Zenimax itself.
I can not help but I have to remark this! I think Zenimax has implemented the global variant without zone splitting or has made the zones too large. I hope you can still remind the removing of deer? Deer can also meet with an AoE. Like guards or other animals. Against all these objects a LOS check has to be done, because you do not want to hit the wolf on the other side of Cyrodiil with an AoE. So i found the myth reason of the deer removings!?@ZOS_GinaBruno
ZOS_BrianWheeler wrote: »For Cyrodiil the answer is simply that it's one zone and if anything floods the server with requests from that zone, regardless of where it occurred in the zone, will effect the entire zone. There may have been a battle at Alessia bridge, but it could effect what happens at Fort Warden.
MisterBigglesworth wrote: »
For the reasons I explained above. This was a major change to the entire game's handling of client-server communications, in order to prevent/minimze botting.
You yourself were mistakenly banned for "hacking the game to create movement not otherwise permitted by in game mechanics". What patch did that occur in?
ZOS_BrianWheeler wrote: »For Cyrodiil the answer is simply that it's one zone and if anything floods the server with requests from that zone, regardless of where it occurred in the zone, will effect the entire zone. There may have been a battle at Alessia bridge, but it could effect what happens at Fort Warden.
Either in 1.7 (2.1) or later that stopped being the case. I don't know whether they've shrunk the server cluster or the number of players has grown significantly but things are now lagging in areas where before I'd never seen it.