It's not that linear, it hasn't solved the problem for me in the last weeks and I did ported several times during each gaming session and used several chars.(...) a relog or location change solve the problem.
redlink1979 wrote: »
This started happening after the last maintenance. It made my weekly vet trial run last week a miserable affair. Most of us were constantly spiking up to 900 ping. A couple of group members, however, reported that they were unaffected. The problem definitely requires attention.
If it was server-side - everyone would feel the lag. Since its only few people lagging, it must be the connection path.
For PC-EU, ESO connects to 2 IP addresses: 23.64.12.26 and 159.100.232.156
No lag for me, not in game, not in connection.
ESO client connects to a single game server IP and single port, which you can traceroute to.You do realize that server services may (and usually do) respond on different ports and even on different IPs. For example, combat-related calculations can be done on a different part of the server than login services, etc. Why does this matter? Because the overall client-server information flow can be uninterrupted and very efficient, but the bottleneck can be, for example, the server's memory buffer for a specific service. When a specific service is flooded with information and is unable to handle all of it in real-time, the information is buffered and queued in memory, then retrieved, processed, and returned. If the server, in simplified terms, lacks sufficient computational power, delays occur not due to communication but due to server performance. Yes, a traceroute can show disruptions on individual nodes on the way to the server, but it won't show you everything. Besides, with such a large number of servers, "everyone would experience the same lag" only if the delays were actually caused by the connection to the data center. As we know, ESO operates on multiple interconnected servers, and in such cases, both the performance of individual servers and internal network nodes can vary. Depending on which part of the infrastructure players are using, they may experience delays differently or not at all.