VaranisArano wrote: »On the face of it, ZOS is making a pretty serious reduction in their data backend.
The caveat with that is, as I said, that this backend change didn't make a big difference in Cyrodiil, and it really doesn't touch the performance problems that happen when lots and lots of players show up in the same placed without being grouped up.
That's what I don't understand. Since they stated that the reduction in group size in laggy Cyrodiil had no significant impact on performance, then how is it magically going to improve perfomance in a relatively smooth running PvE situation?
Simply because the two environments/scenarios are not the same. There is more to the group size than what is apparent from our perspective, and what happened with PVP simply isn't the same as with PVE.
VaranisArano wrote: »On the face of it, ZOS is making a pretty serious reduction in their data backend.
The caveat with that is, as I said, that this backend change didn't make a big difference in Cyrodiil, and it really doesn't touch the performance problems that happen when lots and lots of players show up in the same placed without being grouped up.
That's what I don't understand. Since they stated that the reduction in group size in laggy Cyrodiil had no significant impact on performance, then how is it magically going to improve perfomance in a relatively smooth running PvE situation?
Simply because the two environments/scenarios are not the same. There is more to the group size than what is apparent from our perspective, and what happened with PVP simply isn't the same as with PVE.
So you're saying that 24 people standing around role playing is going to be a more problematic scenario than 24 people all trying to kill another group of 24 at the same time, while also fighting NPC guards and trying to dodge a bunch of siege fire spam?
Ok then....
Whether it is serious reduction or not can be better seen with relative numbers. While for each additional piece of data there may be the need for 552 new messages in case of 24 players and 132 in case of 12 players (or 576 and 144 in case of transmitting data back to the same player fo security (anticheat) or other reasons), it matters only when the amount of extra group messages is big enough comparable to the amount of already transmitted non-group messages (like positioning and health that are known to everyone around, group or not).VaranisArano wrote: »For the purposes of theoretical math, let's say that the client - server - client pipeline only has to handle two extra pieces of info per second when grouped up: health bar and chevron position on the map.
24 players sending that info to 24 players in their group: 1,152 server messages per second
12 players sending that same info to 12 players in their group: 288 server messages per second
On the face of it, ZOS is making a pretty serious reduction in their data backend.
JoeCapricorn wrote: »All I know is that in five days if they push this change through it's going to make a lot of people upset and hurt the ESO community.
I cannot believe ZOS would be so willing to charge ahead with this bonehead change.