Out of the first three weeks of tests, the global cooldown test resulted in the greatest performance gains when compared to the others (roughly 25% increase in server performance).
eovogtb16_ESO wrote: »Out of the first three weeks of tests, the global cooldown test resulted in the greatest performance gains when compared to the others (roughly 25% increase in server performance).
I feel as if you guys play a completely different game than the rest of us and its super frustrating.
The whole selling point of ESO was no cooldown based combat. If you are going to introduce cooldowns into any aspect of the game you're going to have a lot of unhappy people.
Why does wall of elements for example share the same cooldown as most HEALS. []
I agree with you, just that they went even farther with the tests with cool downs and then added ramping cost on top show that they liked the idea.I still find it baffling that people think they dont plan on implementing any of these solutions.
"This is just a test to see how aoes affect performance".
Ive heard this phrase a few too many times, even from a lot of content creators.
Reality is, if they just wanted to see the impact aoe skills have on performance, they couldve just did the same test with cooldown for 6-8 weeks straight.
What they were really testing, is to see which restrictions would yield the greatest results.
You dont do that if you are not planning to use those restrictions going forward.
Now, based on the overwhelmingly negative feedback on these crippling tests, they might decide not to implement any of them, but that doesnt mean it wasnt their plan originally.
The activity finder still suffers from MANY issues, especially in battlegrounds queue.
Players can sit for over an hour before finding a battlegrounds match at times, this happened to me and many guild members, friends and stream viewers multiple times this patch. Can happen anywhere from top MMR to lowbie BGs.
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The dungeon finder is better, but not enough either. You can sometimes queue up with a group of four and still have to sit and wait for literally 10 minutes to get an instance for your group, and many times you can't even cancel your active queue.
The AoE Test have taught us a lot as well.
It's clear to see that in none of these tests we've reached the performance we want to see in the game (and so do you), even though some of these tests were incredibly extreme in terms of punishment for AoE usage.
Will you consider testing Cyrodiil's performance without cross-healing and aoe effects between groups at all while continuing to reduce the max group size until we notice the difference in performance?
Great job overall, the loadscreens have improved MASSIVELY, and we haven't had too many crash and FPS drops related issues. I really hope to see the performance in PvP improves as well and hopefully the right server side changes will be done as well as the client side fixes
eovogtb16_ESO wrote: »Out of the first three weeks of tests, the global cooldown test resulted in the greatest performance gains when compared to the others (roughly 25% increase in server performance).
I feel as if you guys play a completely different game than the rest of us and its super frustrating.
The whole selling point of ESO was no cooldown based combat. If you are going to introduce cooldowns into any aspect of the game you're going to have a lot of unhappy people.
ZOS_GinaBruno wrote: »Hi everyone,
Below is our next quarterly game performance preview. This time, we are starting with a recap of Update 27 performance improvement effectiveness and next steps, followed by a preview of what’s coming for Update 28 in November. As with our last game performance preview, this includes details from our Engineering team.
Thank you, and if you haven’t yet had a chance, we also encourage you to check out the Update 28 Combat Preview here.
Update 27 Retro
Cyrodiil AoE Ability Testing: The AoE ability performance tests in Cyrodiil are wrapping up, with the final round of tests concluding on October 19. Out of the first three weeks of tests, the global cooldown test resulted in the greatest performance gains when compared to the others (roughly 25% increase in server performance). However, there is still work to be done as the performance gains, though substantial, are not enough to make the overall experience as smooth as we would like it to be. We will be running more combinations of tests right after this last round completes, and providing a more comprehensive summary of this round of tests. Stay tuned for more info soon!
Here are a couple general notes about the AoE ability testing:Trial & Dungeon Performance on the Server: We had some issues with configuration settings when we first launched these initial changes that are now resolved. In the past few weeks, things have been stable and running smoothly. We identified a few more adjustments that we need to make, and those should be in for Update 29.
- Our ideal server FPS is less than 30ms. Anything over 50ms and players will see noticeable delays in abilities firing. The global cooldown test brought server FPS in high-intensity situations down almost 25%, but it still spikes above 50 in large battles.
- Population remained consistent during peak hours for these tests. (i.e. – On PC EU, Ravenwatch was still pop-capped for all three Alliances)
Database Improvements – Activity Finder: We are happy with how well these changes have gone thus far. Getting into dungeon groups is a much quicker and more reliable experience than it has been in the past. There are still a few edge-case bugs we’re tracking, but overall things have vastly improved.
Intermittent Load Screens: The fixes we implemented to address intermittent load screen issues have performed remarkably well. There has been a significant drop in intermittent load screens across the board, in all zones. For example – in Cyrodiil (which was one of the worst offenders) we have seen a 95+% decrease in intermittent load screens randomly popping up in the zone. (We went from approx. 50k a day down to under 3k a day).
Overall Client Stability (critical memory system & Havok physics engine hardening): We have seen an improvement in overall stability due to these initiatives. We have not fixed all the crashes and still have work to do, but our crash rate on consoles has decreased dramatically since U27 launch.
Update 28 Preview
For Update 28, we have the following initiatives coming:
- Large-Scale Combat Performance Improvements:
- These include optimizations for how the client updates visual effects and should result in a higher framerate when participating in mass-scale combat with lots of abilities being cast (client FPS improvements).
- Frustum Culling & Render Thread Optimizations:
- Improved framerate in situations where there are many individual objects visible, such as crowded areas with many players or within player housing that has a high volume of placed furnishings.
- This was done by reducing the workload on the rendering system by caching data and eliminating unnecessary commands.
- Note: These optimizations are console ONLY.
The Update 28 game performance work noted above is live on the PTS right now and will go into the game in November.
Thank you all for your patience waiting for this quarter’s game performance preview, and we hope this helped illustrate how the Update 27 work went and what we’re working on for Update 28.
Drammanoth wrote: »Don't know why, but it appears that after patch 28 our laptops suddenyl began overheating... Ant idea wht that is? Had that on PTS, have it now, even though I don't have Markarth...
Ever since like a month ago I've been having long requesting character load (which I don't think is client side) and loading screens.
Knockmaker wrote: »Didn't the majority of players voted against 12-member groups already? Why is zos implementing it this patch? No, it will not destroy ball groups because they use voice chat for coordination. On the other hand, it will make sieging and capturing keeps nearly impossible with 12-member groups since not every player is experienced, skilled, long-time pvp players. And those regular groups can't coordinate like ball groups because they are mainly pugs and not everybody knows each other outside eso.
I agree that cross-healing might help with lag to a small extent, but reducing group size in nonsense. I never saw anything about it improving things, in fact, most of people voted against it as far as I remember. How did they decide doing that?
Knockmaker wrote: »Didn't the majority of players voted against 12-member groups already? Why is zos implementing it this patch? No, it will not destroy ball groups because they use voice chat for coordination. On the other hand, it will make sieging and capturing keeps nearly impossible with 12-member groups since not every player is experienced, skilled, long-time pvp players. And those regular groups can't coordinate like ball groups because they are mainly pugs and not everybody knows each other outside eso.
I agree that cross-healing might help with lag to a small extent, but reducing group size in nonsense. I never saw anything about it improving things, in fact, most of people voted against it as far as I remember. How did they decide doing that?
I’m not sure how we can claim that the majority of players voted against this change. The vast majority of players aren’t on these forums, and most people who are on the forums don’t respond to player-generated polls. ZOS conducts some surveys via email, but I can’t recall them asking about group sizes in Cyro or sharing any such results with us.
At any rate, ZOS is not obligated to go with the majority even if they did oppose the change. The game is not a democracy. The devs did admit that none of the test parameters resulted in the kind of performance improvements they were looking for. They said only that the smaller group size resulted in behavioral changes that they (the devs) liked. Who knows what those behavioral changes were, exactly? The devs didn’t specify. A lot of people I know just didn’t play Cyro during the testing — perhaps they like fewer people playing Cyro? Or fewer people grouping? Fewer people at sieges? They’ve left it very unclear. I had hoped they’d be more specific, but perhaps they don’t want to encourage contrarian behavior.
sean.plackerb14_ESO wrote: »It's got to be the server-side code needing as much optimization as possible.
Knockmaker wrote: »Knockmaker wrote: »Didn't the majority of players voted against 12-member groups already? Why is zos implementing it this patch? No, it will not destroy ball groups because they use voice chat for coordination. On the other hand, it will make sieging and capturing keeps nearly impossible with 12-member groups since not every player is experienced, skilled, long-time pvp players. And those regular groups can't coordinate like ball groups because they are mainly pugs and not everybody knows each other outside eso.
I agree that cross-healing might help with lag to a small extent, but reducing group size in nonsense. I never saw anything about it improving things, in fact, most of people voted against it as far as I remember. How did they decide doing that?
I’m not sure how we can claim that the majority of players voted against this change. The vast majority of players aren’t on these forums, and most people who are on the forums don’t respond to player-generated polls. ZOS conducts some surveys via email, but I can’t recall them asking about group sizes in Cyro or sharing any such results with us.
At any rate, ZOS is not obligated to go with the majority even if they did oppose the change. The game is not a democracy. The devs did admit that none of the test parameters resulted in the kind of performance improvements they were looking for. They said only that the smaller group size resulted in behavioral changes that they (the devs) liked. Who knows what those behavioral changes were, exactly? The devs didn’t specify. A lot of people I know just didn’t play Cyro during the testing — perhaps they like fewer people playing Cyro? Or fewer people grouping? Fewer people at sieges? They’ve left it very unclear. I had hoped they’d be more specific, but perhaps they don’t want to encourage contrarian behavior.
I am not sure if you were trying to defend zos there, but let me add a few things. You are right about majority of players not even being on forums. Though, I do recall mods (or someone else from zos) saying that they actually play the game from time to time, and if they do that, they surely know those non-forum-user players are also displeased about several things and there are constant complaints about that in zone chat in almost everywhere but especially in Cyrodiil. So, that doesn't change things much.
It may not be democracy, I wasn't criticising the management system. However, there is something called common sense. And if any game devs continue to ignore their player-base, they will eventually have to shut down. We don't want that to happen to eso, but what do you expect to happen when tes vi or New World or some other immersive game hits the market? People simply don't want this game to die abruptly, but it will happen with all these beatings around the bush. I simply repeat what I said about group size change: How is that supposed to not affect the overall teamplay negatively(the 12-member group size in sieges)? When I was talking about not making changes to core combat/teamplay mechanics, this was exactly what I was referring to. Zos just needs to reach their pockets for once and fix their codes or upgrade servers. Such changes will and are (as we will see) killing this game.
sean.plackerb14_ESO wrote: »It's got to be the server-side code needing as much optimization as possible.
The server side code worked great years ago when the population cap in Cyrodiil was much higher. People were spamming AOEs, healing people not in their groups, and wearing proc sets back then as well, so these aren't the culprit, either.
ZOS_GinaBruno wrote: »
Database Improvements – Activity Finder: We are happy with how well these changes have gone thus far. Getting into dungeon groups is a much quicker and more reliable experience than it has been in the past. There are still a few edge-case bugs we’re tracking, but overall things have vastly improved.
<snippage>
The Update 28 game performance work noted above is live on the PTS right now and will go into the game in November.