ZOS_GinaBruno wrote: »Next Monday with the PC launch of Update 21, we’ll be implementing some code related to ESO’s database that will allow us greater flexibility with updates and maintenance as it continues to grow over time. Due to this change, after downloading the patch on Monday, you are likely to encounter a very long load screen upon first logging into the game. This will only occur the first time you log in after character select, and it will not affect subsequent logins. That said, the length of the load screen could vary anywhere between 5-10 minutes to a couple hours. We understand this is far from ideal and is frustrating on launch day, but it’s a necessary evil just this one time.
Now, this loading is actually directly tied to the total number of bank items, inventory items, and mail attachments everyone has. This means if you’re able to clear out excess items in your inventory and attachments before maintenance begins Monday morning (or even just reduce them), this will greatly help the amount of loading the client will need to do! Additionally, once you’re at the load screen, please just wait until you’ve made it into the game; closing the client will not speed things up.
Thanks for your understanding, everyone, and we look forward to Wrathstone and Update 21 launch in just a few days!
@ZOS_GinaBrunoZOS_GinaBruno wrote: »Next Monday with the PC launch of Update 21, we’ll be implementing some code related to ESO’s database that will allow us greater flexibility with updates and maintenance as it continues to grow over time. Due to this change, after downloading the patch on Monday, you are likely to encounter a very long load screen upon first logging into the game. This will only occur the first time you log in after character select, and it will not affect subsequent logins. That said, the length of the load screen could vary anywhere between 5-10 minutes to a couple hours. We understand this is far from ideal and is frustrating on launch day, but it’s a necessary evil just this one time.
Now, this loading is actually directly tied to the total number of bank items, inventory items, and mail attachments everyone has. This means if you’re able to clear out excess items in your inventory and attachments before maintenance begins Monday morning (or even just reduce them), this will greatly help the amount of loading the client will need to do! Additionally, once you’re at the load screen, please just wait until you’ve made it into the game; closing the client will not speed things up.
Thanks for your understanding, everyone, and we look forward to Wrathstone and Update 21 launch in just a few days!
This got me thinking...When I first read it I thought oh great maybe they have found a way to optimize the data base or have developed tools to do so. With over 300,000 items and 1200 slots being used I expected a very long load screen. Surprise, surprise it was just like normal. I start reading the forums and read how the siege bug has cured lag in Cyrodiil. I was unable to play day 1 or was doing something else in game and did not go to Cyrodiil myself. Day 2 in Cyrodiil chat I am hearing that the lag is coming back, but to me it still seems far better than it was pre-patch. now I'm not sure if it degraded the rest of the week or not. I was convincing myself that siege had fixed the lag, and maybe it did, but I am not certain if it was my own wishful thinking with nothing else to credit it with or if it was really the reason.
So I have been thinking about the data base that stores all of our items, and wondering was it the siege, or was it that as more and more people logged in for the first time doing that data base magic that things got more and more congested. It got me thinking when the game performs combat calculations where is it pulling our gear set information from within that data base? Is it client side or server side? If it is server side is it partitioned out from say my 27000 alkahest and my other meaningless odds and ends, or is it all lumped into one big data base. If it is partitioned out in the data base can it be done so further to reduce the amount of data it has to sift through to find the gear set to perform the calculation. Is there already some specific place that only deals with equipped sets, or is there a place that has my account information and all of the data relating to it that the code goes straight to when dealing with me? Probably way off base here but I have never been afraid to ask the dumb question when I don't know the answer to it.
Think I'll get back on the OP siege bandwagon, I liked it!!
TL;DR Lag is the result of an intentionally implemented 'checks and balances' system to reduce blatant exploitation, and cannot be removed. The only solution is to continue to address the symptoms, and 'distract' everyone enough with other objectives *cough*daedric artifacts*cough* in order to maintain a bit of server integrity.
TL;DR Lag is the result of an intentionally implemented 'checks and balances' system to reduce blatant exploitation, and cannot be removed. The only solution is to continue to address the symptoms, and 'distract' everyone enough with other objectives *cough*daedric artifacts*cough* in order to maintain a bit of server integrity.
@JTorus There are two relatively simple (to identify - not to implement) solutions if this is indeed the case:
1. Throw hardware at the bottleneck. You're right that one calculation can be computed at a time, though with today's systems you can get MANY cores working simultaneously in distributed models for parallel processing. If each zone or area has its own set of hardware (physical or virtual), and a logical event (such as getting out of combat - if combat actually ended and wasn't bugged) triggered the switch of your character's processing to another set of hardware, then adding processing power and transaction speed (more front ends for database server interactions and better read speeds) should help for each zone. There should also be a standby set of "extra" hardware (likely virtual) that can be pulled into the pool for each zone when big fights happen. Example - when capability for processing reaches 80%, add additional VMs until they're at 60%, then as needs lower, release some of the pool back to the standby set.
2. Optimize code. With every bit of damage or healing, calculations include base damage, gear bonuses, positive effects and buffs, negative effects and debuffs, CP calculations (we can see no-CP is a lot less laggier than CP). Those calculations exist for the numbers going out from a player, then for the numbers hitting the players that it hits. Then there are the application of additional (positive or negative) effects for each tick of a DoT or HoT. The more that those can be standardized and calculations transformed into simpler equations, the less calculations that have to be performed by the client(s) and checked by the server(s).