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Q2 Update: Animation Set Caching - ?

Goldie
Goldie
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"*New* Animation Set Caching: Improved caching for our animation sets in order to reduce memory usage in situations with many players/monsters. This will result in improved stability, fewer “out of memory” crashes, and a slight improvement to FPS. "

@zos, Will this have any effect on performance in Cyrodiil campaigns, and the many instances of lag and stuttering that make the game unplayable for all of us? (During heavy load especially)

It seems that when groups of players encounter each other, the lag and stuttering increase to a point that abilities do not respond or take several seconds past the cast time to go off, group members are dropped to the title screen with no error messages, and so on.

Will the Animation Set Caching have any effect on these issues?
Edited by Goldie on May 11, 2020 2:00PM
"Wood Elves aren't made of wood. Sea Elves aren't made of water. M'aiq still wonders about High Elves" - M'aiq the Liar
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Goldie wrote: »
    "*New* Animation Set Caching: Improved caching for our animation sets in order to reduce memory usage in situations with many players/monsters. This will result in improved stability, fewer “out of memory” crashes, and a slight improvement to FPS. "

    @zos, Will this have any effect on performance in Cyrodiil campaigns, and the many instances of lag and stuttering that make the game unplayable for all of us? (During heavy load especially)

    It seems that when groups of players encounter each other, the lag and stuttering increase to a point that abilities do not respond or take several seconds past the cast time to go off, group members are dropped to the title screen with no error messages, and so on.

    Will the Animation Set Caching have any effect on these issues?

    It will either make lag worse or have no effect based on all data from previous ZOS changes.
    @Solar_Breeze
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  • Kadoin
    Kadoin
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    Goldie wrote: »
    "*New* Animation Set Caching: Improved caching for our animation sets in order to reduce memory usage in situations with many players/monsters. This will result in improved stability, fewer “out of memory” crashes, and a slight improvement to FPS. "

    @zos, Will this have any effect on performance in Cyrodiil campaigns, and the many instances of lag and stuttering that make the game unplayable for all of us? (During heavy load especially)

    It seems that when groups of players encounter each other, the lag and stuttering increase to a point that abilities do not respond or take several seconds past the cast time to go off, group members are dropped to the title screen with no error messages, and so on.

    Will the Animation Set Caching have any effect on these issues?

    It will either make lag worse or have no effect based on all data from previous ZOS changes.

    If it works right, it might stop people from getting disconnected when they port to keep under attack or see a mega-faction stack since both of those seem to be affected by how often and how fast models load. But they still have not fixed keep models reloading, so...
  • Goldie
    Goldie
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    Kadoin wrote: »
    Goldie wrote: »
    "*New* Animation Set Caching: Improved caching for our animation sets in order to reduce memory usage in situations with many players/monsters. This will result in improved stability, fewer “out of memory” crashes, and a slight improvement to FPS. "

    @zos, Will this have any effect on performance in Cyrodiil campaigns, and the many instances of lag and stuttering that make the game unplayable for all of us? (During heavy load especially)

    It seems that when groups of players encounter each other, the lag and stuttering increase to a point that abilities do not respond or take several seconds past the cast time to go off, group members are dropped to the title screen with no error messages, and so on.

    Will the Animation Set Caching have any effect on these issues?

    It will either make lag worse or have no effect based on all data from previous ZOS changes.

    If it works right, it might stop people from getting disconnected when they port to keep under attack or see a mega-faction stack since both of those seem to be affected by how often and how fast models load. But they still have not fixed keep models reloading, so...

    I mean, 6 years later we are all still stuck in animations, and standing up sprinting on top of our mounts. I have even noticed some of the same issues starting to pop up in PvE questing. That never happened when i played previously.
    "Wood Elves aren't made of wood. Sea Elves aren't made of water. M'aiq still wonders about High Elves" - M'aiq the Liar
  • Kadoin
    Kadoin
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    ✭✭
    Goldie wrote: »
    Kadoin wrote: »
    Goldie wrote: »
    "*New* Animation Set Caching: Improved caching for our animation sets in order to reduce memory usage in situations with many players/monsters. This will result in improved stability, fewer “out of memory” crashes, and a slight improvement to FPS. "

    @zos, Will this have any effect on performance in Cyrodiil campaigns, and the many instances of lag and stuttering that make the game unplayable for all of us? (During heavy load especially)

    It seems that when groups of players encounter each other, the lag and stuttering increase to a point that abilities do not respond or take several seconds past the cast time to go off, group members are dropped to the title screen with no error messages, and so on.

    Will the Animation Set Caching have any effect on these issues?

    It will either make lag worse or have no effect based on all data from previous ZOS changes.

    If it works right, it might stop people from getting disconnected when they port to keep under attack or see a mega-faction stack since both of those seem to be affected by how often and how fast models load. But they still have not fixed keep models reloading, so...

    I mean, 6 years later we are all still stuck in animations, and standing up sprinting on top of our mounts. I have even noticed some of the same issues starting to pop up in PvE questing. That never happened when i played previously.

    Haha well they tried to bring better performance with better threading after the huge re-download of the game, and while it did improve performance, it crashed the game. They did something to remove that threading support to stop the crashing, and that has led to the terrible performance we see on live now this patch...

    Many people would rather have crashed since you still do or get DCed anyway :D
  • Septimus_Magna
    Septimus_Magna
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    Goldie wrote: »
    "*New* Animation Set Caching: Improved caching for our animation sets in order to reduce memory usage in situations with many players/monsters.

    This first line suggests that the client-side memory usage is reduced.
    Goldie wrote: »
    This will result in improved stability, fewer “out of memory” crashes, and a slight improvement to FPS. "

    This will result in fewer crashes because the user will not run out of memory.

    PC - EU (AD)
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  • idk
    idk
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    The tag @zos is received by no person.

    Also, Zos already answered the question OP has made and even pinned a thread that leads us to the official statement from Zos on the matter. I doubt they will go through every possible situation this might help as it is likely not the only cause of games crashing.

    To translate for anyone who does not understand Zos' statement, this change is for local machine memory issues. It is to alleviate issues that affects the performance of your local machine that can lead to crashing and other negative behaviors of the game.
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