silky_soft wrote: »First try into new life gateway. Disconnect.
Edit 1:
Did some of the event, teleport back to eastmarch, disconnect.
1a:
Disconnect second try.
The issue appears to be tied to a recent client or server-side update that introduced a new network handling regression. This regression is causing the client to block while waiting for server responses, leading to frequent "stalls" (high ping, freezing) and then sudden bursts of updates once the server data arrives.
Detailed Analysis:
Based on the additional user report and eliminating the Bandits UI add-on as a factor, we need to refocus on what could be causing network stalls that affect all players, regardless of their hardware, ISP, or installed add-ons.
Key points from the user’s comments:
1. Wait Chain Analysis Shows Network I/O Blocking:
The user notes that Windows’ built-in wait chain analysis shows the game’s threads waiting on network I/O. This suggests that the game client’s thread(s) responsible for networking are blocked, waiting for a response from the server. The client may be making synchronous network calls or is otherwise unable to proceed with normal rendering and logic updates until it receives needed data packets. As a result, the entire game "feels" frozen because the main loop or critical update thread is stalled.
2. Cross-Environment Consistency:
The user reinstalled Windows, refreshed drivers, and still experiences these issues exclusively with this game. Other AAA titles run smoothly on the same system, with no spikes in latency or frame drops. This eliminates local hardware, drivers, and ISP as the cause, reinforcing that the problem is external.
3. Coincidence with the Most Recent Client Update:
The issues began following a recent client patch or update. Such timing strongly suggests a code change—possibly a new feature or optimization gone wrong—that introduced a more synchronous or less fault-tolerant network path.
4. Global, Not Add-On Dependent:
Initial suspicions pointed towards add-ons like Bandits UI exploiting map pings and causing a network message flood. However, reports from users without any add-ons and across various hardware configurations indicate that the problem persists. This points to a more fundamental network or server-side code issue.
5. Similar Symptoms, Multiple Users:
Players report skill delays, high ping, and periods of "no movement" followed by rapid catch-up. This pattern indicates that the server is not delivering updates steadily. Instead, the client starves for data, then receives a sudden burst of packets once the server "catches up." The root cause could be an overloaded server process, a network queue backlogging, or a newly introduced logic path that locks the server’s response temporarily.
Likely Root Cause:
The most probable cause is a server or client-side network handling regression introduced by the recent update. On the server side, there could be a message queue buildup or a bottleneck in message processing, causing delayed responses. On the client side, there could be a newly introduced synchronous wait for server data—perhaps a previously asynchronous call is now blocking the main thread. When the server finally sends the data, the client rushes to process everything at once, causing the "speed-up" effect.
Conclusion:
Even if add-ons were initially suspected, current evidence points more clearly toward a systemic issue introduced by recent code changes. The client is being forced into synchronous waits for server responses, and when combined with server-side delays, this results in the freezing and catch-up behavior observed. The root cause is most likely a network processing or code regression on the server or client side (or both) introduced during the recent patch, rather than user hardware, ISPs, or add-ons.
@KaironBlackbard
BanditsUI has removed their map pings for now and will be investigating using LibMapPing like all addons should be using which shouldn't cause an overload of the MapPing function.
What map pings dies it even use? Like what functionality. Because mines never pinged my map that I'm aware of.
the addons that use data sharing for things like dps and ultimates use a function within LUA called MapPing.
There is a Library called LibMapPing that the developers of addons should be using so all those data shares and calls are handled by that Library. That Library would actually use just one call per data type for all addons you have installed that are wanting to share or use that data so you don't have 2 or more addons trying to make the call or share for the same thing.
This is something that was referred to in an earlier comment as a "back channel" use.
To equate this to graphics, in an RGB image, the user can only see those 3 channels R, G, B, if you add an alpha channel for something like masking, that alpha channel would be like a back channel, something going on behind the scenes. I hope I'm explaining that well enough.
For the love of God, the performance is so bad on PC NA-server that I can't even login to do ONE QUEST and get my event tickets! New Life event POOF!
TX12001rwb17_ESO wrote: »I have had enough; I cannot even stay logged in long enough to buy the new house.
I am getting kicked within less then 20 seconds, is it too much to ask to beable to play the game I paid for?
silky_soft wrote: »couple of bg, lag to the point my game was stalling. some players on the other team definately not feeling any lag as they could take on 6 people no worries.
what happened in this recent patch?