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.
That’s also a question that I think we all deserve more clarification on.
In the past ZOS seems to have used various terms without being very clear about how exactly they relate (e.g. rearchitecture, code rework, server multithreading, etc.). But the initial announcement and several of Kevin's subsequent comments have suggested that they are the same project, and the timing of Matt's post from the other week seems to confirm that. I would, however, like confirmation, especially since it seems that a lot of players are still holding out hope that there is more coming here.
In the initial announcement, from January 2022, they use a variety of phrases to describe a singular project:
"In short – just like we did for the client a year or so back when we introduced multithreaded rendering to increase client frame rates – we are going to rearchitect our server. The version of ESO in 2022 is many magnitudes larger and more complex than the ESO that launched in 2014. So, in order to give everyone a good play experience in high-intensity situations like PvP and Trials, we need to essentially rewrite some of the foundational server code to account for it. This should dramatically increase server performance, but obviously we will need to test and evaluate as we go along."
https://forums.elderscrollsonline.com/en/discussion/595442/eso-pvp-update-january-2022/p1
This comment came in a thread about PvP updates, but the work is aimed at addressing both PvP and trials, where they have acknowledged performance is also an issue.
In his letter of December 12, 2022, Matt Firor said: "Our multi-threading work continues, as we announced a month or so back. Just to remind everyone, this is the initiative that will result in better overall server performance." In the same post, he announced that we could expect an update on this work in the patch notes for the second quarter of this year.
https://www.elderscrollsonline.com/en-us/news/post/63363
The singular "the initiative" suggests to me that the multithreading work and the code rework and the server rearchitecture are all the same thing in this context.
Furthermore, at the beginning of February, in response to comments that we had not gotten an update on the "base code rewrite/reworking" project, Kevin pointed to Matt's comment above about "multithreading" work as an update:
"Here is what he [Matt] said, 'Our multi-threading work continues, as we announced a month or so back.'" etc.
https://forums.elderscrollsonline.com/en/discussion/comment/7805010/#Comment_7805010
Now Kevin's response confirms that the multithreading work is at least part of the code rewrite/rework without explicitly addressing whether there are any other parts to the code project. That said, if there are other parts, we have not heard about them since the initial announcement in over 18 months. We have had updates only on multithreading work and on the hardware replacement/refresh.
So if there is more to the code rework, what is it and where is it? (That is not rhetorical. I do hope we get an answer either way.)
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: »@GooGa592 this isn't about Cyrodiil pop. it's about amount of players in general. it all impacts the servers. if you assign additional resources to Cyrodiil, that means taking away resources from other activities and vice versa. the player base is so large that they apparently can't bolster cyrodiil without compromising other areas of the game anymore.
laniakea_0 wrote: »@GooGa592 this isn't about Cyrodiil pop. it's about amount of players in general. it all impacts the servers. if you assign additional resources to Cyrodiil, that means taking away resources from other activities and vice versa. the player base is so large that they apparently can't bolster cyrodiil without compromising other areas of the game anymore.
Don't most game companies provide more server resources when they add more content so all content continues to perform as intended?
laniakea_0 wrote: »yes. hardware has come a long way in the past 10 years. unless they downsized the floor space their server rooms take up, the replacement absolutely improved Processing capacity.
also, try to look at the clues their behavior gives. there won't be a Q3 DLC and they already confirmed there won't be any new area in Q4. this would make it seem like there are a lot of people at ZOS working on little to nothing right now. but that can't be the case. no, if they are falling short of their usual development cycle, it's because they are working on something that won't be ready for release for a while yet. it's gonna have to be something big. like the code rework and subsequent major bug fixes.
laniakea_0 wrote: »yes. hardware has come a long way in the past 10 years. unless they downsized the floor space their server rooms take up, the replacement absolutely improved Processing capacity.
also, try to look at the clues their behavior gives. there won't be a Q3 DLC and they already confirmed there won't be any new area in Q4. this would make it seem like there are a lot of people at ZOS working on little to nothing right now. but that can't be the case. no, if they are falling short of their usual development cycle, it's because they are working on something that won't be ready for release for a while yet. it's gonna have to be something big. like the code rework and subsequent major bug fixes.
Aardappelboom wrote: »laniakea_0 wrote: »yes. hardware has come a long way in the past 10 years. unless they downsized the floor space their server rooms take up, the replacement absolutely improved Processing capacity.
also, try to look at the clues their behavior gives. there won't be a Q3 DLC and they already confirmed there won't be any new area in Q4. this would make it seem like there are a lot of people at ZOS working on little to nothing right now. but that can't be the case. no, if they are falling short of their usual development cycle, it's because they are working on something that won't be ready for release for a while yet. it's gonna have to be something big. like the code rework and subsequent major bug fixes.
You'd think that, yes, but I don't believe they are working on anything in particular related to pvp or the code base.
I also don't think they are working on something "big" they're just working towards the next update and the one after that, it's been like this forever.
As far as I know ZOS from the last three years: they don't really have big surprises, what you see is what you get, the only thing to look forward to right now is the endless dungeon and we'll now what to look forward to next year when the global reveal hits.
It's rince and repeat.
SaffronCitrusflower wrote: »Aardappelboom wrote: »laniakea_0 wrote: »yes. hardware has come a long way in the past 10 years. unless they downsized the floor space their server rooms take up, the replacement absolutely improved Processing capacity.
also, try to look at the clues their behavior gives. there won't be a Q3 DLC and they already confirmed there won't be any new area in Q4. this would make it seem like there are a lot of people at ZOS working on little to nothing right now. but that can't be the case. no, if they are falling short of their usual development cycle, it's because they are working on something that won't be ready for release for a while yet. it's gonna have to be something big. like the code rework and subsequent major bug fixes.
You'd think that, yes, but I don't believe they are working on anything in particular related to pvp or the code base.
I also don't think they are working on something "big" they're just working towards the next update and the one after that, it's been like this forever.
As far as I know ZOS from the last three years: they don't really have big surprises, what you see is what you get, the only thing to look forward to right now is the endless dungeon and we'll now what to look forward to next year when the global reveal hits.
It's rince and repeat.
The group size has been cut in half and the population cap is a fraction of what it used to be since they said they were working on making things better in Cyrodiil.
Aardappelboom wrote: »[...] the ranking system of TOT is ten times better than what we have for BG to just say one thing. It just comes down to whether they want to or not. Giving up on this endless quest to fix cyrodiil, after all they've done, would be a respectful decision in my opinion.
Aardappelboom wrote: »[...] the ranking system of TOT is ten times better than what we have for BG to just say one thing. It just comes down to whether they want to or not. Giving up on this endless quest to fix cyrodiil, after all they've done, would be a respectful decision in my opinion.
And that's the big question, right? Are they really trying to fix it, or just telling us some stories about mysterious projects year after year, without actually trying.
They accidentally fixed the performance once, when the new servers came. And we saw that performance problems have nothing to do with code or whatever. We just need more server power, or whatever they dialed back on PC NA after a few months. Because when Playstation got the new servers, one year after PC NA, Cyrodiil worked great on Playstation, while the performance on PC was already bad again. That doesn't make sense.
Aardappelboom wrote: »[...] the ranking system of TOT is ten times better than what we have for BG to just say one thing. It just comes down to whether they want to or not. Giving up on this endless quest to fix cyrodiil, after all they've done, would be a respectful decision in my opinion.
And that's the big question, right? Are they really trying to fix it, or just telling us some stories about mysterious projects year after year, without actually trying.
They accidentally fixed the performance once, when the new servers came. And we saw that performance problems have nothing to do with code or whatever. We just need more server power, or whatever they dialed back on PC NA after a few months. Because when Playstation got the new servers, one year after PC NA, Cyrodiil worked great on Playstation, while the performance on PC was already bad again. That doesn't make sense.
SaffronCitrusflower wrote: »I see now that they've just recently unpinned this discussion from the announcements section.
ZOS_MattFiror wrote: »It is approaching midyear and time to give an update on how our multithreading work is going. If you remember, back at the end of last year, I gave the news that we would be performing an ongoing series of server work aimed at spreading out ESO processes across more CPU cores, with the goal that it would result in a substantial increase in server performance. Over Update 37 – launched back in March – and in Update 38, we have completed some of this work.
Initial metrics, however, show that these steps in multithreading are not having as much of a performance improvement as desired, and so we had to roll back one of the process changes because it introduced an unacceptable level of instability. Fortunately, the recent upgrade to server hardware has resulted in more customer-facing server performance improvements than any of our multithreading work in all public realms where we’ve completed the work. (Xbox EU is still scheduled for later this year.) In fact, the recent Whitestrake’s Mayhem event in May showed just how much fun ESO PvP is with the new hardware in place.
All this to say, we continue to look for areas to spread process to optimize our server CPU capabilities. Please remember that we must be very, very careful when making changes of this complexity to ESO’s massive codebase. However, we will continue to dedicate resources to keep analyzing and looking for ways to utilize multithreading to improve server performance, and we will update everyone on any successes that we have when we find solutions.
Thanks for being the best community in gaming!
Matt
Thanks for the update, matt.
You reference the performance improvements that have been a result of the replaced hardware, but are you aware of the drastic decline in performance PC NA has experienced since it's hardware replacement? The performance is seemingly just as bad as it was pre-upgrade, with campaigns seeing signifcant action delays as soon as there is any signifcant population.
I have to say, assuming we're still talking about the project that you announced in January of 2022 (there is a bit of confusion here, as it was initially referred to as a "code rewrite" but later redefined as a "server hyperthreading"), this update is extremely disappointing to see. It has been 19 months since the initial announcement, at which time we were told there would be no PVP content until the work was finished. This post seems to indicate there is no actual end in sight anymore.
It has been 4.5 years since the last PVP content was added to the game - which was a single BG map. We keep seeing the excuse of "we simply can't touch cyrodiil until we fix the performance, as we will just exacerbate the issues", but what about imperial city? What about battlegrounds? What about dueling, or potential arenas? None of these things suffer the same performance issues that cyrodiil does.
I held out hope for a long time that this project was being conducted in good faith, and that we'd see some progress from it that could then lead to a rejuvenation of PVP in TESO. As you said yourself - when there is population and decent performance, it is truly fun and honestly miles above any other PVP mmo on the market. But the lack of communication from developers regarding PVP, the lack of content in nearly 5 years, the continually degrading performance, and now the lack of any tangible progress on this now 19 month long project have finally crushed my ability to remain hopeful.
EDIT: Just wanted to add, your comment about the midyear performance on new hardware seems misleading to me. The community knows that additional server resources are allocated to cyrodiil for duration of the event, resulting in improved performance. This has been observable going back years, far before any server hardware was replaced. To imply that the enjoyable performance we're seeing this midyear is a result of new hardware exclusively seems disingenuous to me, especially since there has been no zenimax acknowledgement of how the PC NA cyrodiil performance has degraded in the past year since the hardware was replaced.
SaffronCitrusflower wrote: »I see now that they've just recently unpinned this discussion from the announcements section.
That’s odd. It still appears pinned in General for me. Maybe it’s a glitch?