Murky_Dregs wrote: »Her remarks were incredibly candid and are definitely a real glimpse into how your people feel.
Given the glib customer disregard displayed, how do you plan to address that issue, meaning your team's professional resolve regarding the matter, in order to ensure delivery of the quality product that many of us pay well over hundreds of dollars a year for and deserve?
^^^ this
LightningWitch wrote: »YOU. NEED. TO. CREATE. A. CONSOLE. PUBLIC. TEST. SERVER.
It's long overdue. Each time you give out PTS testing, the only feedback you all seem to get is what the new procs do.
There are far more players on console than on PC, so it's best if this audience can test these changes.
I understand in-house development is using PC based SDKs, but this shouldn't be an excuse not to build a PTS server for consoles.
I believe will provide far more feedback from the active player base than the few who then rush to their Twitch channel the moment the NDA is lifted to talk about the new builds.
Sylvermynx wrote: »
True - and there are still supply chain issues with chips which is going to affect that too. I just checked with my machine supplier, thinking I'd order my new machine now because I don't expect they'll be able to ship it before March or April. Wrong. It's already looking to David like August or September. Maybe.
VaranisArano wrote: »LightningWitch wrote: »YOU. NEED. TO. CREATE. A. CONSOLE. PUBLIC. TEST. SERVER.
It's long overdue. Each time you give out PTS testing, the only feedback you all seem to get is what the new procs do.
There are far more players on console than on PC, so it's best if this audience can test these changes.
I understand in-house development is using PC based SDKs, but this shouldn't be an excuse not to build a PTS server for consoles.
I believe will provide far more feedback from the active player base than the few who then rush to their Twitch channel the moment the NDA is lifted to talk about the new builds.
If I had to guess, I'd think that's on Playstation and XBOX for much the same reason that consoles don't have addons: those companies are more careful about what code gets put into their version of ESO.
There's been a couple times that ZOS has talked about needing to get patches approved by Sony, so I don't know how well a PTS with multiple updates would play with the certfication process.
VaranisArano wrote: »LightningWitch wrote: »YOU. NEED. TO. CREATE. A. CONSOLE. PUBLIC. TEST. SERVER.
If I had to guess, I'd think that's on Playstation and XBOX for much the same reason that consoles don't have addons: those companies are more careful about what code gets put into their version of ESO.
There's been a couple times that ZOS has talked about needing to get patches approved by Sony, so I don't know how well a PTS with multiple updates would play with the certfication process.
One hopes that they will be using cloud to develop on. They have the whole of MS cloud at their disposal, which releases them from dependency on supply chain. It can also allow them to develop the code to scale more easliy. They are then able to customise disk images for quick deployment and backup.
One hopes that they will be using cloud to develop on. They have the whole of MS cloud at their disposal, which releases them from dependency on supply chain. It can also allow them to develop the code to scale more easliy. They are then able to customise disk images for quick deployment and backup.
They have talked about this. ESO is not written for "cloud" in the sense that people like to throw around in here. To get the megaserver that ESO has, with the concurrency that ESO has, ESO lives in a data center on dedicated hardware.
One hopes that they will be using cloud to develop on. They have the whole of MS cloud at their disposal, which releases them from dependency on supply chain. It can also allow them to develop the code to scale more easliy. They are then able to customise disk images for quick deployment and backup.
They have talked about this. ESO is not written for "cloud" in the sense that people like to throw around in here. To get the megaserver that ESO has, with the concurrency that ESO has, ESO lives in a data center on dedicated hardware.
Note I said develop, not deploy. You can spin up testing and building servers in various configurations at will and not have to wait for hardware. It also helps refine the hardware requirements. Also not as expensive for the early stages.
I'm sure they have an excellent idea of what they need but I've found letting devs spin their own server up to try stuff out works better than having people sit around and wait for machines. As long as everything gets turned off when it no longer needed... Theres a hidden cash sink lol
One hopes that they will be using cloud to develop on. They have the whole of MS cloud at their disposal, which releases them from dependency on supply chain. It can also allow them to develop the code to scale more easliy. They are then able to customise disk images for quick deployment and backup.
They have talked about this. ESO is not written for "cloud" in the sense that people like to throw around in here. To get the megaserver that ESO has, with the concurrency that ESO has, ESO lives in a data center on dedicated hardware.
Note I said develop, not deploy. You can spin up testing and building servers in various configurations at will and not have to wait for hardware. It also helps refine the hardware requirements. Also not as expensive for the early stages.
I'm sure they have an excellent idea of what they need but I've found letting devs spin their own server up to try stuff out works better than having people sit around and wait for machines. As long as everything gets turned off when it no longer needed... Theres a hidden cash sink lol
Ahh. I get it. Yeah, but then the big question is whether the environment is so different from what they develop in now that it will just set things back while people and processes move over to the new environment. 🤔
The thing that must be remembered is that Ms Lambert is not a representative of ZOS and her views should not be considered the views of ZOS.
Awesome post, Flang.Flangdoodle wrote: »So, here's where the speculation comes in: My guess is that they've known for a long time what causes all the problems in PVP, but every time they told the execs what it would take to fix them (a rewriting of the foundational server code), the execs asked how much it would cost, and when the devs told them, they said "Nope. Find a cheaper way."
[...]
Put yourself in a devs shoes for a second: you know what's wrong and how to fix it, and you tell your boss, but your boss says "No, too expensive. Try something else". You *know* nothing else will fix it. So, what do you do? SHOW them that nothing else will work.
I work in software development. Not in gaming, but in the end, games are software and software is software. This is how it works. Been there, done that, again and again and again.
Developer sees the code, says: "We have to rewrite this from scratch."
Project manager: "How long does it take?"
Developer: "X months, minimum."
Project manager: "No way. It's too expensive and the customer wants a solution now. Find another way."
(Note how the customer – that's us, the players – is part of the problem at this point)
As a result, the developer has to come up with some duct tape fix, that might improve the situation a little bit for the moment. More often than not, it actually makes things worse in the long run, and the developer warns about that – but it's quick and cheap, so management gives green light for the duct tape fix. All these fixes accumulate over the years, each one making the overall situation a little bit worse.
This happens everywhere where software is made, it's part of the business. Such a decision isn't taken lightly and it shows ZOS's commitment to the game.
Well, if I would have to redesign it, I would build on what worked before - namely at the launch of the game they had outsourced a lot of the computation to client machines and got awesome performance like this - because most of the computation could be done in parallel on all those client machines. This opened the game unfortunately up to cheating.
Now let's just focus on the "in parallel" part - we know it cannot go back to the client machines without to get cheating again. But the heavy part of the computation can proven be done "in parallel" whilst being independent enough from other computations meanwhile - that is how they had done it - now this can be done in-house on the server side as well - by putting the parallel part of the computation on a CUDA device and compute it in parallel like before, just this time on the CUDA hardware - then performance will get back to where it has been once - and cheating is avoided - this would be my approach.
But to implement that would not take months, but just weeks - so I guess ZOS has not considered a true parallel in-house approach yet using actual true parallel programming hardware for it. What differs computation-wise from doing it on client machines (which is bad) is client machines do not slow down with branching instructions, whilst SIMD hardware is slowing down with any branching instruction in the kernel on CUDA hardware - this is why I said, it would take weeks to find an optimal computation with the least amount of branching instructions, otherwise it would just be days.
And so based on this and that Matt said, it will take the best part of this year, I guess there is a lot of other server-related stuff changed as well - not just the performance part - maybe better scalability, which would eventually be required for vet overland or other services like private instances - if they ever would want to go for that, they could then. So let's give them the time, it will better our gameplay in the end.
Well, if I would have to redesign it, I would build on what worked before - namely at the launch of the game they had outsourced a lot of the computation to client machines and got awesome performance like this - because most of the computation could be done in parallel on all those client machines. This opened the game unfortunately up to cheating.
Now let's just focus on the "in parallel" part - we know it cannot go back to the client machines without to get cheating again. But the heavy part of the computation can proven be done "in parallel" whilst being independent enough from other computations meanwhile - that is how they had done it - now this can be done in-house on the server side as well - by putting the parallel part of the computation on a CUDA device and compute it in parallel like before, just this time on the CUDA hardware - then performance will get back to where it has been once - and cheating is avoided - this would be my approach.
But to implement that would not take months, but just weeks - so I guess ZOS has not considered a true parallel in-house approach yet using actual true parallel programming hardware for it. What differs computation-wise from doing it on client machines (which is bad) is client machines do not slow down with branching instructions, whilst SIMD hardware is slowing down with any branching instruction in the kernel on CUDA hardware - this is why I said, it would take weeks to find an optimal computation with the least amount of branching instructions, otherwise it would just be days.
And so based on this and that Matt said, it will take the best part of this year, I guess there is a lot of other server-related stuff changed as well - not just the performance part - maybe better scalability, which would eventually be required for vet overland or other services like private instances - if they ever would want to go for that, they could then. So let's give them the time, it will better our gameplay in the end.
TequilaFire wrote: »I thought CUDA was only compatible with Nividia GPU cores which would leave AMD and console players out.
Although I admit I haven't checked lately but I thought OpenCL was the only choice on AMD.
TequilaFire wrote: »I thought CUDA was only compatible with Nividia GPU cores which would leave AMD and console players out.
Although I admit I haven't checked lately but I thought OpenCL was the only choice on AMD.
TequilaFire wrote: »I thought CUDA was only compatible with Nividia GPU cores which would leave AMD and console players out.
Although I admit I haven't checked lately but I thought OpenCL was the only choice on AMD.
What was being suggested, as I interpreted it, was that ZOS would use NVIDIA GPUs on the server-side and offload client/player/character related tasks to them.
TequilaFire wrote: »But that is still trying to compensate for inefficient code with more computational power.
How about a couple of racks of Raspberry Pi. lol I am joking.
TequilaFire wrote: »Interesting concept but not economically desired as hardware is a recurring forever charge whereas correcting the server code is expensive but a one time expense with the expected bug chasing cost built in to the proposal to the suits.
Also there is the redundancy requirement which even further inflates the cost.
Anyway glad it's not my job to have to solve this on a live system. lol
Murky_Dregs wrote: »It's long past time that you upgrade your architecture. It's good to hear that plans are finally in work.
I've run many program, project, & development teams in my career ($600m+portfolio), and the offhand comments made by Rich's wife speak volumes regarding the mindset of the ZoS team.
Her remarks were incredibly candid and are definitely a real glimpse into how your people feel.
Given the glib customer disregard displayed, how do you plan to address that issue, meaning your team's professional resolve regarding the matter, in order to ensure delivery of the quality product that many of us pay well over hundreds of dollars a year for and deserve?