It might use an heavy modified version, that is hard to prove without looking into the libraries and how the game executes.ESO uses a heavily modified version of the Hero Engine. Sure it is modified but the core issues are still present and is one of the main reasons this game has so many performance issues.
Unsure how much time ZOS invests into fixing issues or trying to improve things. If its heavily modified I guess they can call it their own now but then I do not understand why they would be happy with the current performance of their own engine.
However an huge part of performance problems is that so much calculations run on the server, you could have much larger fights in cyrodil on launch.
However insane amount of cheating and boting had them move most to servers overloading them.
Yes true, for me the game engine and network server/client side all go one in one. I am no dev and have no coding experience so maybe that might usually be seen as two things and not one.
Regarding whether ESO uses the Hero Engine, this is also partially an argument of semantics. If we assume that Zenimax started out using Hero Engine, then started heavily modifying it to better suit the game's needs, could the result be considered Hero Engine?
I say this because this is likely what happened. Zenimax used Hero Engine as an early prototyping tool, then slowly started chipping away at it, replacing existing code and systems with their own, until the engine became an amalgam of Hero and in-house.
Considering this is the first MMO under ZOS' belt, I sincerely doubt they dropped Hero Engine entirely and made a completely custom engine. MMO's are very massive and very complex projects, with lots of moving parts to screw up, so if a first-time MMO developer wrote their own engine in-house without outside help (nobody in the Zenimax Media chain has MMO experience outside of ZOS), it'd be a miracle to even have running, let alone survive for many years without a complete meltdown (ESO has had many bumps along the way, but it hasn't taken a complete nosedive in server stability, yet).
because i found this video on youtube speaking about SWTOR (i don't know or play this game).
https://www.youtube.com/watch?v=kO-8ugqw_Kg&t=1191s
it seems the game has similar issue with performance as ESO
Complex combat that requires a lot of resources along with a lot of people in a tight spot. The reason is that the skill mechanics are too complex for that many people. Games that have a lot of people have much simpler skills. I don't mean the effects. But what the skill does on the server.
I get tired of ppl across the ocean complaining about lag, sadly it's due to distance. In na I see people complain about it but personally I'm at 80-100ms IN pvp.
There is very much something wrong with the optimization of the game and how it utilizes hardware.
There is absolutely no reason why a DX9 application should be performing so poorly given the hardware most people have today.
I have an 8086K and a 1080Ti, with 16GB of memory clocking in at 3200MHz.. I can run Witcher 3 on ultra all day long without any performance issues; and that's 2k resolution @ 120Hz no less. If I dropped it down to 1080p, I could push the boundaries even higher.
Oh, and to the guy who talked about creating a custom profile for ESO to fix the performance problem.. both my CPU and GPU are at or above 75% utilization while ESO is running.
It is absolutely the game.
Just wandering why performance is so bad.
snip
so while we were prototyping the game on HeroEngine, we were simultaneously developing our own client, server, and messaging layer that were specifically designed with ESO in mind. Think of HeroEngine as a whiteboard for us – a great tool to get some ideas in the game and start looking at them while the production engine was in development.
[Database]
One of the things that can degrade it is the Database. Doesn't matter if Oracle, MS SQL etc. For any modern living Server, the Database, whether local to the physical machine or attached by Fiberoptics / 10Gig Networking being clean and up to date on maintenance is the end all be all. Over time a transactional type Database can degrade, and pathways to your data can get old. "Stats" need to be run during maintenance, Cache needs to be optimized for the new data etc. Many threads have been voiced about Game Server's performance for peak PVP encounters, just wanted to provide some info so some may have some clue as to what their focus should be on...
FlyingSwan wrote: »Let's be clear though, the above type of database has been consigned to the history books and no one deploying an app or back-end infrastructure in the last few years will have deployed this type of database solution. It's all in-memory database (IMDB) now, even for the very largest apps and services that we all use everyday. This has mitigated the database being the pinch point that you rightly note, plus lowered TCO because we no longer live in a world where we pay DBAs and server engineers to manage old technology such as clusters ('pets'). It's all IMDB and continuous deployment in a software defined data center nowadays ('cattle'), even for the very largest services in the world, e.g. Google, Amazon and O365.
However, ESO is an app built with a legacy mindset - its development started in the old times of IT where DBAs could still get jobs and people still cared about hardware - and because a move to a modern architecture would also require costly business transformation (training, new operating model etc.), I can imagine ZOS will simply keep papering over the cracks of their legacy deployment, because a business case for an infrastructure refresh is not as sexy as one for shiny toys in a cash shop that can be shown to directly generate revenue. It's for these more costly to solve reasons, that even a much asked for move to Dx12 or Vulkan will not solve the endemic problems in a game that was clearly developed with what is now an outdated approach to technology.
And we can't really blame ZOS for this old hat approach to IT, the type of architectures we take for granted in 2019 were only just starting to overthrow the legacy model when ESO was released in 2014, so when they started to develop it, what we now consider legacy (servers, RDBMS, patching cycles etc.) would have been the status quo.
FlyingSwan wrote: »Let's be clear though, the above type of database has been consigned to the history books and no one deploying an app or back-end infrastructure in the last few years will have deployed this type of database solution. It's all in-memory database (IMDB) now, even for the very largest apps and services that we all use everyday. This has mitigated the database being the pinch point that you rightly note, plus lowered TCO because we no longer live in a world where we pay DBAs and server engineers to manage old technology such as clusters ('pets'). It's all IMDB and continuous deployment in a software defined data center nowadays ('cattle'), even for the very largest services in the world, e.g. Google, Amazon and O365.
However, ESO is an app built with a legacy mindset - its development started in the old times of IT where DBAs could still get jobs and people still cared about hardware - and because a move to a modern architecture would also require costly business transformation (training, new operating model etc.), I can imagine ZOS will simply keep papering over the cracks of their legacy deployment, because a business case for an infrastructure refresh is not as sexy as one for shiny toys in a cash shop that can be shown to directly generate revenue. It's for these more costly to solve reasons, that even a much asked for move to Dx12 or Vulkan will not solve the endemic problems in a game that was clearly developed with what is now an outdated approach to technology.
And we can't really blame ZOS for this old hat approach to IT, the type of architectures we take for granted in 2019 were only just starting to overthrow the legacy model when ESO was released in 2014, so when they started to develop it, what we now consider legacy (servers, RDBMS, patching cycles etc.) would have been the status quo.
I hear you and fully agree. I do wonder where ESO is on a Sunrise / Sunset model for their hardware. If in a consigned Datacenter are they in a model where they can upgrade to newer hardware, as some new "shiny" is typically available every couple years or so if on Leased Hardware...(pure speculation).
Or did ZOS put their specific 4 year old Hardware in a Datacenter (theirs or a Colo) and are riding it 'til it dies...?
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Can we imagine ZOS doing a whole rework of the game by rebuilding and using a new engine (with all 2019 technologies) ?
they can make it so previous code (from actual engine) can be copied/pasted in the new one. that way they can keep all maps, models, etc. available in the game.
Don't know if we call this a remaster or a remake, I'm not a developper.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
@killmove
Honestly companies like ZOS follow the Law of Diminishing returns where as long as it's operational then it's fine. If this was creating a PR nightmare then ofc the company would probably put forth more resources to fix the issue but as this is a game I doubt it'll happen.
Tommy_The_Gun wrote: »I don't know is this somehow tied to Performance issues but It al started (and pretty much is going downhill since) when ZOS decided to drop support for directx 9.0 , 10 and 10,1.
I know that directx 9 is well... pretty archaic but I played the game back in 2014 using this mode and well performance was much better. Sure the game looks "slightly" better now, on directx 11 but the poor performance are simply not justified (when compared the old dx 9.0 rendering mode to present dx 11 mode the slightly better effects are simply not worth the performance loss).
Also I read somewhere (I can't remember where because it was some time ago) that DX 9.0 is a "native" Hero Engine rendering system. I can't tell if this is true but it might explain some performance issue we have today.
Can we imagine ZOS doing a whole rework of the game by rebuilding and using a new engine (with all 2019 technologies) ?
they can make it so previous code (from actual engine) can be copied/pasted in the new one. that way they can keep all maps, models, etc. available in the game.
Don't know if we call this a remaster or a remake, I'm not a developper.