[Server Lag Explained] Server calculations(skill actions) are not the main reason for lag.

  • Kalante
    Kalante
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    in other words we don't know ***. All I know is that there is hella desyncs and lag and I am sick of it. It wasn't like this in 2016, I remember the days when there was little to no lag during downtime and a fluid combat. Those were the days.
  • Nifty2g
    Nifty2g
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    ESO has 1 tick every 60 seconds
    Edited by Nifty2g on January 29, 2021 1:07PM
    #MOREORBS
  • AyaDark
    AyaDark
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    RouDeR wrote: »
    First i would like to introduce you to the Server ticks terminology.
    What are server ticks?
    This is the amount of time per second that the server is sending data to the client (players game).
    Supposedly ESO servers are working on 60 or 64 ticks, how does this transfer to gameplay?


    Let's say that you are alone in an area and you are doing nothing but standing still > disregarding that you are not doing ANYTHING you are still receiving 64 data rows per second containing information about your location/state/visuals.

    Now let's say that another player comes by to you > here is what happens:

    You will receive your 64 rows of data per second + another 64 rows of data per second because of the second player, so this is 128 rows of data per second for you AND another 128 rows of data per second for the other player which is total 256 rows of data per second sent by the server:

    Here is detailed explanation: https://www.nbnco.com.au/blog/entertainment/what-is-tick-rate-and-what-does-it-do

    Here is a small showcase in image:
    2.jpg



    Since Cyrodiil is the largest Zone in the game and have the largest player capacity (600) per instance if i`m not mistaken this results in huge number of player interactions and for some reason there appears to be a bottleneck which i conclude might be one of the following 2 reasons:

    Reason 1: network limitation bottleneck by the server side (Every PvP server instance might have dedicated network bandwith that it exceeds in huge fights)

    Reason 2: client code(game) is not optimized to receive large amount of data sent by the server side, therefore there is a queue happening( lag ) when receiving information


    Possible solution (dirty fix)
    Reduce the server ticks to 30/32 ticks per second - since this is not a Shooter game we (the players) won't feel significant (if any) impact to our gameplay, but this will literally be reducing the lag in half.

    https://youtu.be/Y4TdRqllxwY

    It just look more like it use each calculation to send seporated requests to data base.

    If it just send one pack and calculate it each second, no problems will be.

    As example all dot ticks on 1 second or 1/5 second.

    Do not calculate each seporate.
  • AyaDark
    AyaDark
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    Just look to my ping and lugs each time i do so.
    Edited by AyaDark on January 29, 2021 1:44PM
  • ZOS_ConnorG
    Greetings all,

    After review we have closed this thread as it is old and the information within may be out of date. You can create a new thread to continue this discussion to ensure that all of the information will be as up to date as possible. Thank you for your understanding.
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