Maintenance for the week of December 23:
· [COMPLETE] NA megaservers for maintenance – December 23, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
· [COMPLETE] EU megaservers for maintenance – December 23, 9:00 UTC (4:00AM EST) - 14:00 UTC (9:00AM EST)

Please fix the server performance for client loading

Davadin
Davadin
✭✭✭✭✭
I meant when there's 3 pop-locked factions, everybody concentrated in one keep, you rushed into battle.............

.......then everybody seems to be frozen in time. Nobody moves. You walked into the keep and no one's the wiser. Everybody. Your faction. The enemy's faction.

You admire their faces, their costume. You learn of their location.

THen POW.

Back to login screen.


#*#!*(F WOWNF+~fJJW klff kl CJ@#)(#)&*jfn13uN!J~@~!@!!!!
August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Mr_Walker
    Mr_Walker
    ✭✭✭✭✭
    ✭✭✭✭
    Welcome to Cyrodiil.
  • OtarTheMad
    OtarTheMad
    ✭✭✭✭✭
    ✭✭
    Yup, been in Laat for all of 15 minutes and got kicked to character screen... event is a failure. I've crashed more than killed people
  • Ranger209
    Ranger209
    ✭✭✭✭✭
    I wish they could come up with a way to spoon feed the data to the client as you approach these fights. It doesn't seem to be the graphical end of things or the calculations themselves, because if you are already a part of it before it grows beyond the critical mass point you are ok. It is just when you arrive after this critical mass point has been hit and it is loading character info to your client. It is almost like a cascading effect of adding all the information that everyone's client holds that is communicated among all clients via the server, health, buffs, debuffs, (x,y,z locations). Not sure what else goes client to client through the server. But also, and here is where the cascade may happen, combat lists of clients. If a player is in combat with 60 other players and it throws all their info at your client, and then all 60 of those players are in combat with 60 players and it throws all that info at your client, etc. you get the cascade. If there was a way they could cap the info your client receives either over time i.e. 20 players per every 0.1 seconds, or by data type over distance and feed different types to your client at different distances, i.e. character name and x,y,z location at 150 meters away, health, buffs and debuffs at 130 meters away, graphical info at 110 meters away, combat lists at 90 meters away, combat calculations at 70 meters. This latter stuff may already be happening though, not sure.

    The point is that there exists a line which is crossed when like 100 pounds of crap all get dropped into a 10 pound bucket. It needs to be handled where 10 pounds go into a bucket, you change the bucket and 10 more pounds go in until all 10 buckets are filled. The buckets are either defined by distance, or capping client data shared over time.
  • Gohavoc
    Gohavoc
    Yep pvping for 2 hours not even and crashed 4 times lost a bunch of tics. It's been swell
Sign In or Register to comment.