laniakea_0 wrote: »why do you think that? all he said was that it their efforts fell short of expectations and they had to undo some steps. it says nothing about them stopping the work on that all together. they'll continue working on it for the foreseeable future.
laniakea_0 wrote: »why do you think that? all he said was that it their efforts fell short of expectations and they had to undo some steps. it says nothing about them stopping the work on that all together. they'll continue working on it for the foreseeable future.
Because we have seen this exact scenario pan out over and over again with this company.
We had the cyrodiil performance testing period, where they ran a series of restrictive tests over the course of months, that they said would give them the information needed to fix the game. The end conclusion of these tests, months after they actually ended, was that they didn't get the information they needed and couldn't positively impact performance with what they had learned. They abandoned this project completely and haven't even bothered since to adjust or revert the final test of "no proc cyrodiil" which is still present in ravenwatch and no cp ic.
We had the 2020 "year of performance" where they promised to deliver a much better performing game each quarter that year. We ended 2020 with the worst cyrodiil performance in history at that point.
We've had the code rewrite project - announced in January of 2022, with an estimated completion date of December 2022, which we did not even receive an update on until November of 2022 (after being promised regular updates and communication on the project), at which point we were then told would begin rolling out in Q2 2023. This is nowhere to be found. It's actually confusing whether this project is the same one as the "server multithreading" one from this thread - because despite being asked numerous times, zenimax hasn't even bothered to clarify this. There is even further confusion on this subject by Matt's OP here which states that the "project was announced last month" from the time of this posting.
We get an annual posting from Matt or Brian where they make fluffy remarks about how they're continuing to work on performance, what they'll deliver this year, and every single time they fail to make good on these promises.
So I'd like to ask, why exactly should we believe they are working on this project in good faith? Why should we expect something good to come from this, when they can't even take the time to communicate with their customers about it? Believing these things in spite of the enormous historical evidence to the contrary is, in my opinion, willful ignorance.
Edit: Just wanted to add that amidst all of this, they claim current server/code projects are "preventing them" from adding pvp content when there hasn't been pvp content in almost 5 years now. These are projects 8 months past their initial projected completion date that we have seen 0 observable progress on whatsoever. Really makes it feel like these are just an excuse to continue neglecting PVP like they've done for the better part of a decade now.
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
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
just another friendly reminder, from 3am on a tuesday in a very laggy gray host campaign, that the "recent upgrade to server hardware" has not improved performance. Cheers.
Twohothardware wrote: »Can we get a statement as to whether the team has looked into the ability to add Crossplay down the road? We need it on console with the current level of active players.
alternatelder wrote: »Twohothardware wrote: »Can we get a statement as to whether the team has looked into the ability to add Crossplay down the road? We need it on console with the current level of active players.
No, we don't need it, a small group of people want it to ruin the game. Queues are bad enough, economy is screwed enough, trolling and toxicity is bad enough on console, I look to PC to escape it.
Twohothardware wrote: »alternatelder wrote: »Twohothardware wrote: »Can we get a statement as to whether the team has looked into the ability to add Crossplay down the road? We need it on console with the current level of active players.
No, we don't need it, a small group of people want it to ruin the game. Queues are bad enough, economy is screwed enough, trolling and toxicity is bad enough on console, I look to PC to escape it.
Crossplay would not increase queues, it would decrease them. The economy would not be screwed, it would be volatile for a couple of weeks and then stabilize at a new level that works for everyone. And players on PC are no more exempt from trolling and toxicity than anyone else, in fact most cheaters are on PC.
alternatelder wrote: »Twohothardware wrote: »Can we get a statement as to whether the team has looked into the ability to add Crossplay down the road? We need it on console with the current level of active players.
No, we don't need it, a small group of people want it to ruin the game. Queues are bad enough, economy is screwed enough, trolling and toxicity is bad enough on console, I look to PC to escape it.
This is not the cross play thread, it's the Multithreading update/once as re achitecture thread.
Has any mention been made of this in the upcoming Q4 updated? I am not on twitter and wondered if they've said anything.
Twohothardware wrote: »This game has been out for almost 10 years. Why is there not an Elder Scrolls Online 2 on a newly built engine on the near horizon? One with full crossplay of all platforms and no in combat bug.
Twohothardware wrote: »This game has been out for almost 10 years. Why is there not an Elder Scrolls Online 2 on a newly built engine on the near horizon? One with full crossplay of all platforms and no in combat bug.
I would never trust this company again. They have failed completely with performance, and then act like its better now. And then ignore everyone questioning that statement. No thanks.
This reminds me of around 2018 when they would tell you to check with your ISP when you would report how terrible cyrodil performance was.
Everything that matters with zos is put on the back burner, while pointless things get priority. Performance should have been priority number 1 for many years, and they should have spent whatever amount of money needed to fix the issue. But the truth is, its never really mattered much because it doesnt impact the super casual audience they are targeting. So they will work on it, slowly over many years. And it will stay terrible. Very unfortunate situation.
EU PC 2000+ CP professional mudballer and pie thrower"Sheggorath, you are the Skooma Cat, for what is crazier than a cat on skooma?" - Fadomai
My expectation is that near the end of the year, they will let us know that they stopped working on it.
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.
OtarTheMad wrote: »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.
^^this. I agree completely.
I feel like ZOS is trying when it comes to PvP and I remember those streams where Rich mentioned those things and it made me realize they do in fact try but it’s harder than we all thought.
One thing that I feel like was also lost to time was when ZOS came out, believe it was on a ESO Live or a Q&A, I don’t remember but they told everyone basically that it’s hard for them to find why PvP is the way it is because they cannot duplicate Live Cyrodiil conditions internally. That is why we had those live tests, it was easier on them.
I miss Rich’s streams because we got so much information about what is going on behind closed doors and I liked it and I think it was good for the game.
OtarTheMad wrote: »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.
^^this. I agree completely.
I feel like ZOS is trying when it comes to PvP and I remember those streams where Rich mentioned those things and it made me realize they do in fact try but it’s harder than we all thought.
One thing that I feel like was also lost to time was when ZOS came out, believe it was on a ESO Live or a Q&A, I don’t remember but they told everyone basically that it’s hard for them to find why PvP is the way it is because they cannot duplicate Live Cyrodiil conditions internally. That is why we had those live tests, it was easier on them.
I miss Rich’s streams because we got so much information about what is going on behind closed doors and I liked it and I think it was good for the game.
Many of us that have been PvP players since 2014-2015 have seen enough empty PR that we are highly skeptical of any PR regarding PVP and those creating it.
Have you seen the "waaah waaah waaah" video? That's the straw that broke the proverbial camels back for a lot of us.
OtarTheMad wrote: »The issue I really think is just constant communication. ZOS should probably put PvP re-architecture and lag fix on a bulletin board and seriously just update us all at least quarterly when they have those ESO Lives promoting the next DLC. Even making it part of the article afterwards for those who missed it, a small thing like that will go far I think. At least for me it will.
OtarTheMad wrote: »OtarTheMad wrote: »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.
^^this. I agree completely.
I feel like ZOS is trying when it comes to PvP and I remember those streams where Rich mentioned those things and it made me realize they do in fact try but it’s harder than we all thought.
One thing that I feel like was also lost to time was when ZOS came out, believe it was on a ESO Live or a Q&A, I don’t remember but they told everyone basically that it’s hard for them to find why PvP is the way it is because they cannot duplicate Live Cyrodiil conditions internally. That is why we had those live tests, it was easier on them.
I miss Rich’s streams because we got so much information about what is going on behind closed doors and I liked it and I think it was good for the game.
Many of us that have been PvP players since 2014-2015 have seen enough empty PR that we are highly skeptical of any PR regarding PVP and those creating it.
Have you seen the "waaah waaah waaah" video? That's the straw that broke the proverbial camels back for a lot of us.
I have been playing since beta so I get that. For me, I didn’t have issues with PvP and lag really until 2020 but I’ve seen a lot of guildies and friends leave this game over the years.
I’ve seen that video, I was watching live and I truly think that got blown WAY out of proportion. The person who asked was doing a laugh emoji in chat and saying LOL to her answer. It was almost like they asked as a joke and it just went nuclear.
The timing overall was bad I get it because that was after COVID and other things completely changed any plans which made players mad. The lack of communication made it seem that devs weren’t working on fixing anything etc.
The issue I really think is just constant communication. ZOS should probably put PvP re-architecture and lag fix on a bulletin board and seriously just update us all at least quarterly when they have those ESO Lives promoting the next DLC. Even making it part of the article afterwards for those who missed it, a small thing like that will go far I think. At least for me it will.