NeoXanthus wrote: »KappaKid83 wrote: »NeoXanthus wrote: »KappaKid83 wrote: »I think at this point, and I have been saying this for a few months, we should be expecting the worst and be surprised(I guess pleasantly?) if the performance does have a sustained improvement after the patch hits. It sucks we are at this point but the track record of "fixes" and "improvements" has been anything but those things, so here is to hoping for the best.
I believe you are right; however, I would hope that ZoS does more, they did promise use a performance upgrade.
They did promise it to us, they have tried to deliver on it(pre-pandemic as well) and have fallen short on all accounts. I also do hope they do more and get everything working correctly. Unfortunately I think the hard truth is that the coding groundwork has been pretty much overwritten and interwoven with bad code and other code that all effects each other even though it shouldn't. And at this point the code is probably at a point where it would need to be completely re-written, which we all know is completely unfeasible, but unfortunately a hard truth we have to come to grips with.
KappaKid, I agree with you on the promises of ZoS and falling short. On the fix though redesigning code is expensive, time consuming, and in most cases has a lower return on investment compared to throwing hardware and improved transport at it.
For example if we design code from assembler or machine language we could have totally awesome performing code that takes very little CPU cycles to operate the downside is to make something like that viable it take an army of developers, project managers, program managers, quality assurance people, and the list goes on and on. However, you throw networking and compute at the problem it still take people implement the change but on an order of magnitude much less. And the code is still not optimized but the more advance hardware and transport does that not optimized task so much faster. Short of really bad code like “coding loops” this increasing hardware @ transport methodology will most likely win both on cost, time to market, and positive customer experience.
Ability desync, npcs rubberbanding ,unkillable guards being placed back where I was 10secs prior aoes hitting people outside the red....
I completely disagree its anecdotal. There are days when I log in and out within 10 mins because its unplayable and my friends have the same experience.
forumPoster wrote: »this was posted a few hours ago ...
ZOS_GinaBruno
Community Manager
Hi everyone,
Tomorrow, April 23 beginning at 6:00am EDT, we will be bringing the PC EU megaserver offline for maintenance. Due to the high population of players currently active on the megaserver, we are making preparations to support increased server capacity and ensure ongoing stability. We anticipate maintenance being complete by 9:00am EDT. Thanks for your understanding.
Source:
https://forums.elderscrollsonline.com/en/discussion/523175/
forumPoster wrote: »this was posted a few hours ago ...
ZOS_GinaBruno
Community Manager
Hi everyone,
Tomorrow, April 23 beginning at 6:00am EDT, we will be bringing the PC EU megaserver offline for maintenance. Due to the high population of players currently active on the megaserver, we are making preparations to support increased server capacity and ensure ongoing stability. We anticipate maintenance being complete by 9:00am EDT. Thanks for your understanding.
Source:
https://forums.elderscrollsonline.com/en/discussion/523175/
if they increased server capacity on EU why cant that happen here on US server???
forumPoster wrote: »this was posted a few hours ago ...
ZOS_GinaBruno
Community Manager
Hi everyone,
Tomorrow, April 23 beginning at 6:00am EDT, we will be bringing the PC EU megaserver offline for maintenance. Due to the high population of players currently active on the megaserver, we are making preparations to support increased server capacity and ensure ongoing stability. We anticipate maintenance being complete by 9:00am EDT. Thanks for your understanding.
Source:
https://forums.elderscrollsonline.com/en/discussion/523175/
if they increased server capacity on EU why cant that happen here on US server???
They apparently have been upgrading the NA server capacity. However, EU is ground zero, and with the Russian language addition coming, EU is likely to stay on the front lines.
Chili_Pepper wrote: »Performance Improvements
Server Optimization & Stability
Non-combat pets and their behaviors have been rewritten to put less strain on the server so it now works better and more efficiently, and takes up less resources. This reduces the likelihood of server issues such as slow responses and players being kicked.
The rewritten behavior is intended to match how non-combat pets previously worked, but there may be some very slight differences. This could include pets being more responsive to player movement and following more closely, or small changes to animations.
The player character loading process is now multi-threaded on the server to improve performance. These changes will allow the server to more efficiently prepare and load character data so as to not adversely affect over server operations.
Client Optimization & Stability
The fixture creation process on the client is now multi-threaded. This allows the client to utilize multiple cores when constructing and drawing art assets on screen, improving overall performance.
Optimized how characters are drawn on the client, spreading work out over multiple cores to improve overall performance.
Further improved performance in situations with lots of effects (particles, projectile effects, weather, etc.) happening simultaneously.
Made numerous small optimizations to reduce memory usage by the client, use more performant functions, and remove unnecessary function calls.
from patch notes
Performance increase with update 26?!?
No chance whatsoever.
The more appropriate question to ask is if the game will even be playable after update 26.
Ydrisselle wrote: »
I will never understand why @ZOS_GinaBruno is using EDT when announcing something about PC EU. I know it's convenient for them in ZOS offices, but most of the European players won't be able to convert that to CEST without searching for the time difference... (I know it's 6 hours, but I'm sure I'm minority)
The time is as well given in universal time - UTC - so where is the problem.
TineaCruris wrote: »When is update 26 scheduled to happen then? With Greymore release?
From what I understand, Xbox and PS4 are experiencing a sevenfold increase in use at the moment. We can probably assume the same applies to PC. That corresponds to a helluva lot of extra server calls. Inefficient, buggy code together with an underprovisioned megaserver handling a huge surge in traffic was always gonna spell trouble. In a sense, this a perfect storm.
As others have already pointed out, internet routing is a crapshoot right now. ISP issues and a seemingly endless string of events and free trials will only make the problem seem worse. I’m not denying that there is a code-level problem with the game - there clearly is - but I can understand how we got here.