ghost_bg_ESO wrote: »hmm... what was it : "adding more/new servers won't help performance..."
of course i know it has to be software and hardware optimization, but i wonder if marketing team understands that game servers can't be run on fridge door...
One question that needs to be answered by the dev team at ZOS:
How is it that in 2016-2018 ZOS was able to deliver fantastic performance in Cyrodiil with 24 man group size and quadruple the population cap than we have today, but in 2023 this is not possible?
RicAlmighty wrote: »One question that needs to be answered by the dev team at ZOS:
How is it that in 2016-2018 ZOS was able to deliver fantastic performance in Cyrodiil with 24 man group size and quadruple the population cap than we have today, but in 2023 this is not possible?
This is the pertinent question. It’s not as though this game has never had good performance and this was an attempt to make it better. It *was* better, and now its worse. Why? What caused it? And what can we do to mitigate the performance degradation that those changes introduced?
This is the most important part of the announcement. Refactoring code to add more support for multithreading is very difficult when the software is this large and complex, and it's so, so easy to introduce bugs in the process. It's easy to disparage ZOS for not having already done it, when you're not in the position of having to do such a difficult code update.ZOS_MattFiror wrote: »Please remember that we must be very, very careful when making changes of this complexity to ESO’s massive codebase.
RicAlmighty wrote: »One question that needs to be answered by the dev team at ZOS:
How is it that in 2016-2018 ZOS was able to deliver fantastic performance in Cyrodiil with 24 man group size and quadruple the population cap than we have today, but in 2023 this is not possible?
This is the pertinent question. It’s not as though this game has never had good performance and this was an attempt to make it better. It *was* better, and now its worse. Why? What caused it? And what can we do to mitigate the performance degradation that those changes introduced?
RicAlmighty wrote: »One question that needs to be answered by the dev team at ZOS:
How is it that in 2016-2018 ZOS was able to deliver fantastic performance in Cyrodiil with 24 man group size and quadruple the population cap than we have today, but in 2023 this is not possible?
This is the pertinent question. It’s not as though this game has never had good performance and this was an attempt to make it better. It *was* better, and now its worse. Why? What caused it? And what can we do to mitigate the performance degradation that those changes introduced?
Rich Lambert actually talked about this during some of his livestreams.
It's not the only reason, but one of the biggest factors was the addition of Volendrung, and destructible gates/bridges. For some unknown reason, the addition of those things dramatically reduced Cyrodiil performance.
Paradoxically, removing those features in their internal test servers did not result in performance returning to the state it was before. Whatever was broken could not be un-broken.
We know from datamining that ZOS originally planned and developed more content for Cyrodiil, like more artifact weapons and more map features. But all that content had to be put on hold until performance was improved. That's why they've spent years and years doing multiple public and private tests with things like skill cooldowns, AoE limits, proc-sets, champion points, etc.
This is really not ZOS being "lazy" or trying to do things for cheap. The cheapest and easiest option would be for them to just release all that content, and care not how bad performance gets. Instead they spent years and years working on all sorts of improvements of hardware and software.
But honestly, I also feel people are looking at the past with rose tinted glasses. Performance in 2016-2018 was absolutely not better than it is right now. Different issues existed, like packet congestion as a result of too much data being handled by the server, poor lag compensation, and poor particle-related performance.
In short, large scale multi threading requires a different fundamental architecture. When they started developing this game it was still fairly uncommon to lean into multi threading as a way of improving performance due to the hardware of the time. So in order to make those changes now would require fundamentally changing the core of how the server software is designed... its architecture.
In short, large scale multi threading requires a different fundamental architecture. When they started developing this game it was still fairly uncommon to lean into multi threading as a way of improving performance due to the hardware of the time. So in order to make those changes now would require fundamentally changing the core of how the server software is designed... its architecture.
I know this and you know this but they do not tell people this. If you are not a developer you are mystefied. My point is that they should be explaining this to the cusomer base as they know their own systems (one hopes) better than we can guess.
Initially the response was 'we need to re-do from the ground up', which is what I was expecting considering the age and state of the code. Then suddenly out of nowhere it became, 'no I nver said redo, we are just multithreading... ' So you see the concern. They have been saying they are working on performance since 2019... yet its always silence. No milestones are given, and if they are even hinted at they are then glossed over at every ask. Now after all these years theres the hint that nothing has worked.
Its immensly frustrating. If I treated my clients like this, I wouldn't have any. I don't think that's the goal here, so someone has got to lay out the plan so expectations are managed.
Finedaible wrote: »I honestly don't know if I can ever trust anymore. There's been years of empty promises, dead ends, and ever slower resolutions and I'm starting to wonder if we were just being fed hopium all this time. From the sound of it things are probably worse than we previously thought, but thanks for the update at any rate.
To everyone saying that performance on PCNA is as bad as it’s ever been - I gotta disagree.
Yes, performance is bad in cyrodiil. Not only IN big fights, but if there is a big fight anywhere on the map even if you aren’t near it. Yes there are still skill delays, invisible AOE, siege that won’t work because it’s “busy”, and occasional rubber banding.
The server upgrades brought a glimpse of what cyrodiil could be like without any lag or performance issues, and it was amazing. But it was short lived and soon things were like before.
But what they aren’t is worse than ever. I spent some time recently going through old vids from Thornblade, and was reminded how much worse things used to be from a performance experience. Late 2014 through all of 2017 was far worse than anything I experience now, or have for the last couple years. Things are objectively better.
Would I trade the improvements for a higher pop cap for more dynamic fights? Yeah I think I would.
However, the stuck in combat bug is truly worse than ever.
kyle.wilson wrote: »This update announcement sounds like 2 years of unfulfilled promises, and a surrender.
Wuduwasa13 wrote: »ZOS_MattFiror wrote: »In fact, the recent Whitestrake’s Mayhem event in May showed just how much fun ESO PvP is with the new hardware in place.
Appreciate the post & I am sincerely glad for those of other servers who have and are able to enjoy the event, however for us poor folk on Xbox EU it’s been a rather woeful time bereft of nearly all enjoyment, given how appalling the performance in cyrodil is.
With that fact in mind, do you perhaps have something a little less nebulous to offer us (customers who pay the same subscription fees as your players hosted elsewhere) as to just specifically when we might expect the server update, other than just “scheduled later this year” or an insight into how preparations towards it are proceeding? (After all, I can tell anyone I’ve scheduled something down the line and do nothing, then cancel it approaching it’s due date citing any number of reasons).
Lastly, because a picture says a thousand words: here is the recent server population during the Xbox EU Whitestrake event. Personally I’ve never seen it this low for the event in the many years I’ve been playing as with past years we endured long queues to enter campaigns. I can rather confidently say it factors almost exclusively due to the incredible lag & unacceptably awful performance based on feedback in guilds and various alternative forums.
Many thanks.
Wuduwasa13 wrote: »ZOS_MattFiror wrote: »In fact, the recent Whitestrake’s Mayhem event in May showed just how much fun ESO PvP is with the new hardware in place.
Appreciate the post & I am sincerely glad for those of other servers who have and are able to enjoy the event, however for us poor folk on Xbox EU it’s been a rather woeful time bereft of nearly all enjoyment, given how appalling the performance in cyrodil is.
With that fact in mind, do you perhaps have something a little less nebulous to offer us (customers who pay the same subscription fees as your players hosted elsewhere) as to just specifically when we might expect the server update, other than just “scheduled later this year” or an insight into how preparations towards it are proceeding? (After all, I can tell anyone I’ve scheduled something down the line and do nothing, then cancel it approaching it’s due date citing any number of reasons).
Lastly, because a picture says a thousand words: here is the recent server population during the Xbox EU Whitestrake event. Personally I’ve never seen it this low for the event in the many years I’ve been playing as with past years we endured long queues to enter campaigns. I can rather confidently say it factors almost exclusively due to the incredible lag & unacceptably awful performance based on feedback in guilds and various alternative forums.
Many thanks.
Xbox eu population died. After Zos annaunced the server change late, most of the endgamers started to quit. My trial guilds are playing with other games now cause the population so low they cant even do a craglorn hm lol. Theres no people for anything..
After I heard whats up with our servers I went to NA to try it. 401 cp atm and it works pretty well!
On xbox Na after the server maintenance theres no lagg on 3-3-3 or any issue.
So on EU we pay for the same content and we get the worst performance. This is just not fair.
If the servers wont be changed asap, those who still play going to quit soon too.
I play since day1 and couldnt even imagine I gonna stop playing, now I did. This “performance” is unplayable.
I'm still not understanding how a working cyrodiil with a much higher population and larger group sizes used to be possible, but somehow it's not possible now. Server hardware has advanced a long way in the last 5 years. Seems more like a cost benefit analysis is what's holding things back.
laniakea_0 wrote: »I'm still not understanding how a working cyrodiil with a much higher population and larger group sizes used to be possible, but somehow it's not possible now. Server hardware has advanced a long way in the last 5 years. Seems more like a cost benefit analysis is what's holding things back.
too many new players, too much new content, too many new systems. the servers have to handle everything at the same time and they the current setup is not capable of providing that much capacity. wait for the server code rework to be concluded and then we'll see if it's going to improve or not.
laniakea_0 wrote: »@virtus753 that post was just about the multi-threading. that's just one of several things they are working on. as far as I know, the multi-threading and the server code rework overlap but aren't the same.
laniakea_0 wrote: »@virtus753 that post was just about the multi-threading. that's just one of several things they are working on. as far as I know, the multi-threading and the server code rework overlap but aren't the same.