Gaeliannas wrote: »I am very curious how you can upgrade from 2012 hardware to 2022 and not get a performance increase? Regardless of how bad your code it, running it on faster processors, with more cores, and faster memory and I would hope way faster storage since flash arrays are relatively cheap now, add up to a guaranteed performance increase. So how is ZOS managing to not allow that to happen? And better yet, why?
@ZOS_MattFiror
While this is good news, I'm still puzzled.
The Akamai overlay is still a connection/performance roadblock that seriously hampers connections and diminishes gameplay.
Why not go to a cloud-based system such as Azure or AWS? they have smoothly running servers that could alleviate your hardware problems?
Sylvermynx wrote: »@ZOS_MattFiror
While this is good news, I'm still puzzled.
The Akamai overlay is still a connection/performance roadblock that seriously hampers connections and diminishes gameplay.
Why not go to a cloud-based system such as Azure or AWS? they have smoothly running servers that could alleviate your hardware problems?
As someone whose reseller provider switched to AWS last year from his own server farm, I can say with perfect truth that it's a damn good thing he gave me a 50% annual discount when he moved, because while my uptime on his former setup was 99.99%, my uptime on AWS is down to around 89%.
Now that might not seem to be a big issue, but my usage of AWS is small compared to something as big as ZOS - and when I've had issues on AWS, so have really major corporations, including Amazon itself....
I don't know anything about Azure, except that it's MS's cloud.
Grandchamp1989 wrote: »[snip]
Gaeliannas wrote: »Grandchamp1989 wrote: »[snip]
Actually he said 2012-Era, some of it was probably bought as far back as 2010.
Gaeliannas wrote: »I am very curious how you can upgrade from 2012 hardware to 2022 and not get a performance increase? Regardless of how bad your code it, running it on faster processors, with more cores, and faster memory and I would hope way faster storage since flash arrays are relatively cheap now, add up to a guaranteed performance increase. So how is ZOS managing to not allow that to happen? And better yet, why?
The choice of words used in the OP leads me to think that they'll only be replacing *some* parts, not the whole machines (similar to how some of us might add more memory, or a better (but still outdated) GC to an older computer).
ZOS_MattFiror wrote: »[*] In most cases, we are still running on 2012-era server hardware and it needs to be updated before components start failing more than they are. So, we are literally swapping out (“refreshing”) all hardware in our two datacenters.
[*] This will not result in any appreciable performance gain in-game, but it will result in a more reliable service overall that needs fewer unplanned maintenances.
wenchmore420b14_ESO wrote: »Gaeliannas wrote: »Grandchamp1989 wrote: »[snip]
Actually he said 2012-Era, some of it was probably bought as far back as 2010.
Or older, as ESO started development in 2007.
[edited to remove quote]
Gaeliannas wrote: »I am very curious how you can upgrade from 2012 hardware to 2022 and not get a performance increase? Regardless of how bad your code it, running it on faster processors, with more cores, and faster memory and I would hope way faster storage since flash arrays are relatively cheap now, add up to a guaranteed performance increase. So how is ZOS managing to not allow that to happen? And better yet, why?
Gaeliannas wrote: »I am very curious how you can upgrade from 2012 hardware to 2022 and not get a performance increase? Regardless of how bad your code it, running it on faster processors, with more cores, and faster memory and I would hope way faster storage since flash arrays are relatively cheap now, add up to a guaranteed performance increase. So how is ZOS managing to not allow that to happen? And better yet, why?
Gaeliannas wrote: »Sylvermynx wrote: »@ZOS_MattFiror
While this is good news, I'm still puzzled.
The Akamai overlay is still a connection/performance roadblock that seriously hampers connections and diminishes gameplay.
Why not go to a cloud-based system such as Azure or AWS? they have smoothly running servers that could alleviate your hardware problems?
As someone whose reseller provider switched to AWS last year from his own server farm, I can say with perfect truth that it's a damn good thing he gave me a 50% annual discount when he moved, because while my uptime on his former setup was 99.99%, my uptime on AWS is down to around 89%.
Now that might not seem to be a big issue, but my usage of AWS is small compared to something as big as ZOS - and when I've had issues on AWS, so have really major corporations, including Amazon itself....
I don't know anything about Azure, except that it's MS's cloud.
That would be because your reseller cheaped out. You don't toss all your bananas in one basket (one AWS/Azure datacenter), you configure failover between AWS East/West or Pacific Northwest(which is cheaper) and you will have 5 nines uptime. Better yet, you failover between AWS/Azure. Last year(earlier this year?) AWS East crapped out, it brought down a ton of large companies, who were all under the impression being in a single datacenter would be fine, they learned better. At least 5 services we used went down with AWS East, every one of them promised to provide redundancy in the future in their apology letters.
It is basically the same reason you have multiple Internet providers for your connectivity, and those providers have multiple routes configured, in case one goes down things still work.
Gaeliannas wrote: »I am very curious how you can upgrade from 2012 hardware to 2022 and not get a performance increase? Regardless of how bad your code it, running it on faster processors, with more cores, and faster memory and I would hope way faster storage since flash arrays are relatively cheap now, add up to a guaranteed performance increase. So how is ZOS managing to not allow that to happen? And better yet, why?
I expect they have performed or at least looked at some benchmarks to determine how many new hardware to purchase. If they replace a room full of 2012 era servers with a smaller number of 2022 era servers, we could end up with the same overall performance.
Gaeliannas wrote: »I am very curious how you can upgrade from 2012 hardware to 2022 and not get a performance increase? Regardless of how bad your code it, running it on faster processors, with more cores, and faster memory and I would hope way faster storage since flash arrays are relatively cheap now, add up to a guaranteed performance increase. So how is ZOS managing to not allow that to happen? And better yet, why?
It does feel odd that they would say that, but my guess is that the server hardware that they are replacing isn't the overall bottleneck in what we perceive as "bad" system performance.
My other interpretation is that they aren't targeting system performance, so therefore they aren't going to mention it. Anything that you notice that does perform better as a result of this is just an unintended benefit.
In general, when you are an organization sizing these types of systems you look at the level of load and you design a hardware configuration to process that load. This isn't Linus Tech Tips where they are trying to destroy benchmarks with overclocking everything to the max. This is about a set of hardware performing a job consistently and with minimal unplanned downtime for a long time so they get a good return on investment.
"In most cases, we are still running on 2012-era server hardware"
"This will not result in any appreciable performance gain in-game"
Translation - we got the cheapest stuff on the market.
Only reason we are upgrading is because old hardware is End Of Life and no longer supported by vendor.
New hardware will be barely bit better then what we have now,
It’s worth noting we installed and transitioned all the hardware for the PTS a few weeks ago, before the U34 PTS update, and we’re happy to report it has been working very smoothly. This was our major test case to ensure that everything would work as expected.
ArchangelIsraphel wrote: »It’s worth noting we installed and transitioned all the hardware for the PTS a few weeks ago, before the U34 PTS update, and we’re happy to report it has been working very smoothly. This was our major test case to ensure that everything would work as expected.
I have my doubts that this is working as smoothly as you say it is on the PTS.
At the moment, the PTS is running worse than the live server for me, with barely anyone around.
AnonomissX wrote: »Since they were purchased by Microsoft why no usage of the Azure servers?
Sylvermynx wrote: »AnonomissX wrote: »Since they were purchased by Microsoft why no usage of the Azure servers?
No clue, but it does make one wonder.
What era hardware you getting as replacement for current 10 year old servers? Hopefully they are atleast from 2020.ZOS_MattFiror wrote: »
- In most cases, we are still running on 2012-era server hardware and it needs to be updated before components start failing more than they are. So, we are literally swapping out (“refreshing”) all hardware in our two datacenters.
- This will not result in any appreciable performance gain in-game, but it will result in a more reliable service overall that needs fewer unplanned maintenances.
WhiteCoatSyndrome wrote: »PC/EU is the most populous
This right here strikes me as a reason not to do EU first. Consider: if you had to risk a group of people, would you rather risk a group of forty or a group of sixty? Yes it’s bad if something happens either way but you want to minimize risk. If NA dies during the upgrade they have a smaller proportion of their player base unable to play, and either way they have more practice for when they get to EU.