Network Bandwidth

Maintenance for the week of March 24:
• PC/Mac: NA and EU megaservers for patch maintenance – March 24, 4:00AM EDT (8:00 UTC) - 10:00AM EDT (14:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – March 26, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• Playstation®: NA and EU megaservers for patch maintenance – March 26, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
Poncho28
Poncho28
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https://imgur.com/Kvq9ECO

Any reason why we're budgeted Kbps instead of Mpbs or even Gbps?
Poncho-Dovahkiin (Defilers of Molag Bal, Lost Souls of Tamriel, Rebellious Spirit, Greatest of all Time)
  • Billdor
    Billdor
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    Poncho88 wrote: »
    https://imgur.com/Kvq9ECO

    Any reason why we're budgeted Kbps instead of Mpbs or even Gbps?

    Because believe it or not, MMOs or even MOBAs for that fact do not require a huge amount of "bandwidth" and as per you asking for Mbps or even Gbps shows that you do not have the slightest clue on what you are talking about.


    Why on Earth would you need to upload data to the server in Gpbs?

    Go sit in the corner and think about what you just asked.
  • Climbatiz
    Climbatiz
    in 2hrs of gameplay, ESO received 15MB of data and sent 1.5MB, not a whole lot of b/w usage
  • ZonasArch
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    That's a simple elegant design choice in ESO. Barely used any data. Very simple stuff and we have it game running. Other game can use 10x or more data, which doesn't mean they use much. Most games use very little, but ESO for what it is, feels quite extraordinarily streamlined.
  • ghastley
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    Think of it at the server end. That end needs a connection that handles the sum of all the traffic from the clients. Millions of clients means not much for each one.

    Dividing users into instances is one part of that, but there's still a bottleneck at the routers that determine which instance server you're talking to.
  • MyKillv2.0
    MyKillv2.0
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    That’s it, NERF THE BANDWIDTH!!! :D:D
  • Poncho28
    Poncho28
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    Billdor wrote: »

    Because believe it or not, MMOs or even MOBAs for that fact do not require a huge amount of "bandwidth" and as per you asking for Mbps or even Gbps shows that you do not have the slightest clue on what you are talking about.


    Why on Earth would you need to upload data to the server in Gpbs?

    Go sit in the corner and think about what you just asked.

    Well, the question stands - why are we only budgeted or Tx + Rx Kbps of data and still lagging out in Cyrodiil?

    And, I do know more about TCP protocols that you claim against me.

    Keep the hate up.
    Poncho-Dovahkiin (Defilers of Molag Bal, Lost Souls of Tamriel, Rebellious Spirit, Greatest of all Time)
  • Poncho28
    Poncho28
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    ghastley wrote: »
    Think of it at the server end. That end needs a connection that handles the sum of all the traffic from the clients. Millions of clients means not much for each one.

    Dividing users into instances is one part of that, but there's still a bottleneck at the routers that determine which instance server you're talking to.

    I'm aware of aggregate bandwidth, thank you.

    If the server can only handle Kpbs per client, it sounds like PvP (Cyrodiil scale) is under resourced.
    Poncho-Dovahkiin (Defilers of Molag Bal, Lost Souls of Tamriel, Rebellious Spirit, Greatest of all Time)
  • Thogard
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    Poncho88 wrote: »

    I'm aware of aggregate bandwidth, thank you.

    If the server can only handle Kpbs per client, it sounds like PvP (Cyrodiil scale) is under resourced.

    Data sent and received is not the same as data processed.

    Cyrodil’s problem has always been the server side calculations, not the input data sent to and from the server.
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

    Stream: twitch.tv/THOGARDvsThePeasants
    YouTube: http://youtube.com/c/thogardpvp


  • Mr_Walker
    Mr_Walker
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    How much bandwidth do you think the game needs?
  • UPrime
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    Bandwidth isn't the limiting factor and is rarely cause of lag in most games. Latency is the killer. The full round trip from:
    1. You see it on your monitor
    2. You react and press a button
    3. The packet travels over the internet to the server
    4. The server acknowledges and process the action
    5. The server sends that to all affected clients over the internet
    6. The client picks it up, and does something with it
    7. The game draws it on the screen and you see the effect

    This is already a complex chain, and I've simplified it a LOT. The server processing alone. Validation against invalid traffic. DDOS mitigation. There's so many layers. And when so when each layer has a very tiny 50ms vs normal delay, suddenly when you add it all up you have a 900ms+ ping.

    There's no silver bullet to fix the problem. If there was it would have been fixed.
  • Mettaricana
    Mettaricana
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    Do not change the bandwidth i live in the country and we're both on a data cap and limited speeds don't you friggan dare try to f*** my data cap by eating my data up by pointlessly upping data usage
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