VinayExile wrote: »any more ideas much appreciated
VinayExile wrote: »any more ideas much appreciated
So basically, turn the game into Quake Arena ...
VinayExile wrote: »VinayExile wrote: »any more ideas much appreciated
So basically, turn the game into Quake Arena ...
no, just a pvp override, and maybe for trials. the rest of the game untouched
Everything you list is a client-side change. It won't do anything about server issues, or internet connection issues. Most players' complaints are about the internet connection between the client and the server (high or inconsistent ping), or percieved load issues on the server when a lot of character interactions are being calculated. The data traffic between the two ends is actually pretty small, so it's more a latency issue than bandwidth.
VinayExile wrote: »VinayExile wrote: »any more ideas much appreciated
So basically, turn the game into Quake Arena ...
no, just a pvp override, and maybe for trials. the rest of the game untouched
So, just turn pvp into Quake Arena, just without the fun quake offers.
Everything you list is a client-side change. It won't do anything about server issues, or internet connection issues. Most players' complaints are about the internet connection between the client and the server (high or inconsistent ping), or percieved load issues on the server when a lot of character interactions are being calculated. The data traffic between the two ends is actually pretty small, so it's more a latency issue than bandwidth.
ZoS could pretty easy change graphics then loading Cyrodil or trials.VinayExile wrote: »Everything you list is a client-side change. It won't do anything about server issues, or internet connection issues. Most players' complaints are about the internet connection between the client and the server (high or inconsistent ping), or percieved load issues on the server when a lot of character interactions are being calculated. The data traffic between the two ends is actually pretty small, so it's more a latency issue than bandwidth.
There are indeed some things that I listed that are client controllable.
But not everyone can change this, for example people on xbox or ps4
Your graphic settings will help you if your have low frame rate, it does not affect others.
Yes turning off shadows and stuff would help you a lot.
Cyrodil and trials should have other graphic settings
However everything visual only affect your unit server don't have to do anything than send their outfit data and its part of the package as in race and class.
Removing npc would let you solo keeps. and in practice disable resources as they would not be defended.
The real killer on server performance I believe is all the AoE, then two large groups clashes its lots of AoE around and all that need to be calculated for all players affected so if two 24 man ball groups clashes lots of AoE effects up.
Server performance is best measured then not in combat, if you get random load screen alone its an server issue.
same with low frame rate here.
To test your system go to Alik'r desert during prime time, note your performance alone, now go up to an dolmen zerg, do not engage, just observe and move around, the added lag is client side and will be the same in an huge pvp fight.
Do not play on an potato, drop your setting before enter cyrodil if you do.
snejremllov wrote: »Have you tried turning your monitor off and on again?
How?VinayExile wrote: »Your graphic settings will help you if your have low frame rate, it does not affect others.
Yes turning off shadows and stuff would help you a lot.
Cyrodil and trials should have other graphic settings
However everything visual only affect your unit server don't have to do anything than send their outfit data and its part of the package as in race and class.
Removing npc would let you solo keeps. and in practice disable resources as they would not be defended.
The real killer on server performance I believe is all the AoE, then two large groups clashes its lots of AoE around and all that need to be calculated for all players affected so if two 24 man ball groups clashes lots of AoE effects up.
Server performance is best measured then not in combat, if you get random load screen alone its an server issue.
same with low frame rate here.
To test your system go to Alik'r desert during prime time, note your performance alone, now go up to an dolmen zerg, do not engage, just observe and move around, the added lag is client side and will be the same in an huge pvp fight.
Do not play on an potato, drop your setting before enter cyrodil if you do.
I dont play on a potato, but if there are 50 players fighting at a keep and 30 if those 50 playing on a potato it will impact lagg
In a perfect world, ZOS would have implemented UDP based client/server communication with server-side prediction which would completely negate any effect other players laggy internet connections may have on your gameplay.VinayExile wrote: »I dont play on a potato, but if there are 50 players fighting at a keep and 30 if those 50 playing on a potato it will impact lagg
How?VinayExile wrote: »Your graphic settings will help you if your have low frame rate, it does not affect others.
Yes turning off shadows and stuff would help you a lot.
Cyrodil and trials should have other graphic settings
However everything visual only affect your unit server don't have to do anything than send their outfit data and its part of the package as in race and class.
Removing npc would let you solo keeps. and in practice disable resources as they would not be defended.
The real killer on server performance I believe is all the AoE, then two large groups clashes its lots of AoE around and all that need to be calculated for all players affected so if two 24 man ball groups clashes lots of AoE effects up.
Server performance is best measured then not in combat, if you get random load screen alone its an server issue.
same with low frame rate here.
To test your system go to Alik'r desert during prime time, note your performance alone, now go up to an dolmen zerg, do not engage, just observe and move around, the added lag is client side and will be the same in an huge pvp fight.
Do not play on an potato, drop your setting before enter cyrodil if you do.
I dont play on a potato, but if there are 50 players fighting at a keep and 30 if those 50 playing on a potato it will impact lagg
Server don't wait for client to render stuff.
VinayExile wrote: »How?VinayExile wrote: »Your graphic settings will help you if your have low frame rate, it does not affect others.
Yes turning off shadows and stuff would help you a lot.
Cyrodil and trials should have other graphic settings
However everything visual only affect your unit server don't have to do anything than send their outfit data and its part of the package as in race and class.
Removing npc would let you solo keeps. and in practice disable resources as they would not be defended.
The real killer on server performance I believe is all the AoE, then two large groups clashes its lots of AoE around and all that need to be calculated for all players affected so if two 24 man ball groups clashes lots of AoE effects up.
Server performance is best measured then not in combat, if you get random load screen alone its an server issue.
same with low frame rate here.
To test your system go to Alik'r desert during prime time, note your performance alone, now go up to an dolmen zerg, do not engage, just observe and move around, the added lag is client side and will be the same in an huge pvp fight.
Do not play on an potato, drop your setting before enter cyrodil if you do.
I dont play on a potato, but if there are 50 players fighting at a keep and 30 if those 50 playing on a potato it will impact lagg
Server don't wait for client to render stuff.
no but how often i see someone teleporting around or just lagging whilst im fine explains alot, it also happens often that NPC's or even players are out of your range because they are lagging
VinayExile wrote: »
- disable all skins/mount skins/outfits etc.
- disable all character hairstyles/jewelry/body markings etc
- disable CP
- disable all allied effects
- disable Siege effects
- Remove all npc's from cyrodill
- remove all post-processing effects
- Limit view distance to 30 for everyone
- limit server load by disabling any server information loader ( for example, guildsearch/guildstoresearch inventory search etc )
- limit or disable Directx3d
- limit moving shadows
- disable all poisons/weapon enchants in pvp ( you could add maybe 1 or 2 poisons only usable in pvp to remove server load for 100 different ones )
- Remove all weapons traits and armor traits in pvp besides impenetrable and make impenetrable only usably in pvp
- remove weapon and gear appearance and make 1 biased outfit for light heavy and medium armor that everyone has.
- disable ALL item sets in pvp, make a new pile of gear sets intentionally designed for PvP alone, gear sets without timed procs or premade set proc chances that may or may not proc, the amount of stress relieved from the server loosing all these calculations will be IMMENSE. ( i mean make sets with a buff or a stat that is on 100% of the time so the server doesn't have to keep track of these procs all the time )
- make 1 type of CC animation , stun,root,slow not 10 like now.
- disable different movement speeds, only 1 and not stackable.
I can't tell if this is for serious or not.
Again this is client issues, and yes having separate graphic settings for Cyrodila and trials would probably solve lots of problems. This would probably be easiest on console as ZoS could simply do it them self. On PC it would require separate settings, probably with an smart auto adjust who could be overridden.Client performance is an issue for many players.
Not everyone sees the world the same way. Most people are fine with 30 FPS in games, for example. Others, particularly competitive PC gamers, need a solid 60+; Some would say 120. Everyone is correct because we all have different tolerances.
With that said, Average Framerate is a poor measure because due to the way it is calculated it does not capture microstutter that may have significant impacts on gameplay. What you actually want are consistent Frame Times that do not ever exceed certain thresholds.
It is possible to have erratic and problematic Frame Times despite a high Average FPS.
When I'm gaming and "in the zone", I become hyper-aware of stutter. It affects my gaming performance greatly. Regardless of how much RAM one has (I have 24GB on this system) ESO will not use most of it and will continuously manage assets in the background. This can be felt in Cyrodiil when a zerg arrives or departs, or even a single player with a lot of assets one does not already have in memory that require processing.
It is normal for there to be constant asset management that causes stutter in keep fights. Again, you might not see the stutter reflected in the FPS indicator, but it can be agonizing -- especially on top of all of the other performance issues.
In casual games, performance matters less. But in games involving PVP, smooth performance is essential. It would make a huge difference to me if we could play PVP with a reduced style/accessory processing footprint.
I don't care what eyelashes or nose rings or super special rng crate pet my opponents might be using. Smooth gameplay is way more important than that.
Would it really be such a terrible thing if we were limited to horses in Cyrodiil? That approaching zerg might have 50 different sets of mount art assets to load and process -- and perform cleanup if memory is constrained.
ESO was actually designed to have good Frame Time performance and did until the Outfit system was introduced because that increased style diversity greatly; particularly newer, more detailed styles. This, in turn, means more processing which can cause stutter.
Actually your suggestions are blind guessing. If you want to solve a problem you need to find the cause first. Your suggestions are missed because what causes lag the most are ball groups - not intentionally but because of how game engine works. Each AoE skill used by or against them causes exponential growth of calculations. When we have few ball groups on there is also big lag increase. If things you mentioned would be the cause of lag, we would have big delays all the time, but somehow we can experience them mostly when ball groups are on. Don't get me wrong, I don't blame ball groups, that's just the sad truth.