NeoXanthus wrote: »TCP by its very nature is more CPU intensive than UDP.
WalkingLegacy wrote: »I can't imagine an MMO using UDP
WalkingLegacy wrote: »I can't imagine an MMO using UDP
WalkingLegacy wrote: »I can't imagine an MMO using UDP
Do a trace route, that will show you where the slowdown is happening.i have 150ms ping with every software on NA server (games in general, speedtests, etc) but when i play TESO i get 250ms - is this normal? do any of you recognize this issue?
WalkingLegacy wrote: »I can't imagine an MMO using UDP
Many of us who have worked on client/server systems and game engines have pointed out many of the flaws of the ESO network code to ZOS since early beta.
I and others first suggested a prediction based model utilizing UDP for transport more than 2 years ago.
I've worked as a programmer in the gaming industry for many years and as stated in this thread, TCP is the worst choice when it comes to client/server communication for a real-time online game.
UDP combined with a client/server prediction model would eliminate most, if not all, of the lag in Cyrodiil since the server would never wait for information from players with a slow ping/connection before broadcasting updates to other players.
With the current implementation, a player with a crappy ping can actually lag out everyone else around them in PvP, which is a disaster for large scale battles.
Part of the problem with TCP is the added low-level overhead within the protocol itself. Offloading some of the processing can indeed free up CPU cycles and improve network speed, especially if done with a true parallel hardware implementation.Hello @SirAndy, from your post your the perfect person to ask this. Would what the OP is indicating help others out by switching to a NIC with Offload capability? I am interested in smoothing my gameplay as much as possible and if one of these would work, I am definately going to look into getting one. I don't have issues with generally with FPS but do have some dips in it when I don't turn off all of my addons prior to going into Cyrodil, especially MM and anything Guild store related. My game suffers from the same latency spikes as others. If there's anything I can do on my end, I'll do it.
Part of the problem with TCP is the added low-level overhead within the protocol itself. Offloading some of the processing can indeed free up CPU cycles and improve network speed, especially if done with a true parallel hardware implementation.Hello @SirAndy, from your post your the perfect person to ask this. Would what the OP is indicating help others out by switching to a NIC with Offload capability? I am interested in smoothing my gameplay as much as possible and if one of these would work, I am definately going to look into getting one. I don't have issues with generally with FPS but do have some dips in it when I don't turn off all of my addons prior to going into Cyrodil, especially MM and anything Guild store related. My game suffers from the same latency spikes as others. If there's anything I can do on my end, I'll do it.
https://en.wikipedia.org/wiki/TCP_offload_engine
But before you sink some serious money into upgrading your NIC, make sure you don't have any other bottlenecks in your local network that would negate any gains from a NIC upgrade. It's the sum of the parts that really make a network perform.
WalkingLegacy wrote: »I can't imagine an MMO using UDP
Many of us who have worked on client/server systems and game engines have pointed out many of the flaws of the ESO network code to ZOS since early beta.
I and others first suggested a prediction based model utilizing UDP for transport more than 2 years ago.
I've worked as a programmer in the gaming industry for many years and as stated in this thread, TCP is the worst choice when it comes to client/server communication for a real-time online game.
UDP combined with a client/server prediction model would eliminate most, if not all, of the lag in Cyrodiil since the server would never wait for information from players with a slow ping/connection before broadcasting updates to other players.
With the current implementation, a player with a crappy ping can actually lag out everyone else around them in PvP, which is a disaster for large scale battles.
Not really. While technically true that UDP packets aren't guaranteed to make it to the destination in reality packet loss is very rare.WalkingLegacy wrote: »Wouldn't it make loss of player input more frequent since the realibility isn't as good as TCP?
interface state bytes in bytes out rx dupe rx ooo re-tx eso.60829 204 KiB 3849 B 1448 B 0 B 0 B tcp4 192.168.1.16:59051<->198.20.200.26:24503 en0 Established 140 KiB 2045 B 1448 B 0 B 0 B tcp4 192.168.1.16:59055<->198.20.200.28:24108 en0 Established 59 KiB 896 B 0 B 0 B 0 B
NeoXanthus wrote: »docmandu: I agree with you KillerNIC is complete snake oil as it tried to partially offload UDP. However true parallel TCP offload is a noticeably gain. Here is a clip from wiki on ToE “Freed-up CPU cycles
A generally accepted rule of thumb is that 1 hertz of CPU processing is required to send or receive 1 bit/s of TCP/IP.[3] For example, 5 Gbit/s (625 MB/s) of network traffic requires 5 GHz of CPU processing. This implies that 2 entire cores of a 2.5 GHz multi-core processor will be required to handle the TCP/IP processing associated with 5 Gbit/s of TCP/IP traffic. Since Ethernet (10Ge in this example) is bidirectional it is possible to send and receive 10 Gbit/s (for an aggregate throughput of 20 Gbit/s). Using the 1 Hz/(bit/s) rule this equates to eight 2.5 GHz cores.
Many of the CPU cycles used for TCP/IP processing are "freed-up" by TCP/IP offload and may be used by the CPU (usually a server CPU) to perform other tasks such as file system processing (in a file server) or indexing (in a backup media server). In other words, a server with TCP/IP offload can do more server work than a server without TCP/IP offload NICs.”
https://en.wikipedia.org/wiki/TCP_offload_engine
This article's factual accuracy may be compromised due to out-of-date information.
From every aspect I have seen on a server level, TCP chimney offloading is pure garbage. I bet Zenimax can get increased throughput by disabling it on their servers alone (its on by default).
Not sure about the end/client user benefits. I would try to turn it off globally if you have performance issues and see what happens.
To disable these settings, the following statements can be run in a command prompt:
- netsh int tcp set global chimney=disabled
- netsh int tcp set global RSS= disabled
- netsh int tcp set global NETDMA= disabled
The same setting has to be modified at the NIC card levelr. To do so follow the below steps.
a. Click Start, click Run, type ncpa.cpl, and then click OK.
b. Right-click a network adapter object, and then click Properties.
c. Click Configure, and then click the Advanced tab.
d. In the Property list, click Receive Side Scaling, click Disable in the Value list, and then click OK.
e. Go through the list and do this for
- TCP/IP Offload (Make it disable)
- IPV4 Checksum Offload (Make it disable)
- Large Send Offload V2 (IPv4) (Make it disable)
- TCP Checksum Offload (IPv4) (Make it disable)
HeroOfNone wrote: »Hmm, wonder how much I'd gain since I'm playing the ESO and streaming at the same time
Any recommendations on a gigabit network in under the 100 dollar range?
NeoXanthus wrote: »
Chims,
This issue I was talking about was client side CPU exhaustion not server side networking performance. I agree chimney offloading is not a good thing however what I was referencing is complete parallel TCP stack not some form of OS based hybrid TCP offload. Also I don’t know but I would doubt the back end servers host are Microsoft and instead some form of Linux distro. It would make sense from a scale perspective especially when it comes to licensing and management.
My point: don't bother spending money on a super duper network card... just forget it's there and be happy. On board motherboard networking is more than performant enough to run the game while streaming to twitch and playing a youtube vid at the same time, without having impact on your CPU.
and the other point... not all info on the internet is correct and/or up-to-date.