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Why PvP Lags: Suggestions for ZOS

Mashille
Mashille
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This is gonna be a discussion for people to calmly and constructively present ideas and theories as to what is causing lag and why it could be. This is to help ZOS and hopefully progress to a fix.

Numbers: This was implemented in 1.6 and it may not be causing the lag but this topic is all about coming up with ideas. This is about how in 1.6 ZOS basically upped all numbers by 10x. Meaning you have 3600 armour instead of 360. And a spell deals 5687 instead of 569. If the server is using all these higher numbers then surely the calculations are more complex to be completing thousands and thousands at a time.

AOE Caps: The server are working out who in large AOE's is going to take damage and who isn't so it is seeing where people are standing, who is closer, who takes the most damage who takes a reduced amount etc.

Feel free to post suggestions below :)
House Baratheon: 'Ours Is The Fury'
  • Digerati
    Digerati
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    Lagzura's is the only campaign that I see any lag in. I don't get bad framedrops (OCCASSIONALLY drops to 15-20 but for the most part it's smooth) in any campaign. Lagzura's is really bad with latency because of the popularity... Millions and millions and billions of people flood in there and the server infrastructure can't handle it.

    The solution is merely to start forcibly removing people from the campaign... Start hard-enforcing the caps and closing the loopholes that allow people to circumvent the cap... None of these solutions will be very popular with players, especially when people want to join their friends and their guildmates... Or they could figure out how to redesign and redevelop the core of their server infrastructure to handle more players.
  • daemonios
    daemonios
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    I don't think the size of the numbers would make much of a difference; at the speeds these numbers are crunched, the difference would likely be trivial.

    The AoE caps sound like a more likely culprit, even if only partial. Every multiple target skill must be checked for targets to determine if it hit, then each successful hit must be calculated.

    Another thing which was tasked about much in the first year of ESO but I never saw again was the client/server load distribution. IIRC one aspect that was tasked about was that the client (player-side) would perform some of the calculations in order to reduce the load on the servers. If this is still the case, with dozens of clients with different latencies affecting the outcome of a fight, syncing it all could be a big problem and contribute to lag.

    It's possible that the anti-bot fix that was introduced waaaay back, which I think also addressed speed/teleport hacks, took these calculations away from the client in order to prevent exploits. In that case, the server might not be able to handle all the load, since it was designed with a different system in mind.

    Whatever the case, one thing is clear for me: PvP has been better in the past than it is now. The cause of lag seems to be something added or changed along the way. I hope they find it and fix it, it's about time they did.
  • daemonios
    daemonios
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    Digerati wrote: »
    Lagzura's is the only campaign that I see any lag in. I don't get bad framedrops (OCCASSIONALLY drops to 15-20 but for the most part it's smooth) in any campaign. Lagzura's is really bad with latency because of the popularity... Millions and millions and billions of people flood in there and the server infrastructure can't handle it.

    The solution is merely to start forcibly removing people from the campaign... Start hard-enforcing the caps and closing the loopholes that allow people to circumvent the cap... None of these solutions will be very popular with players, especially when people want to join their friends and their guildmates... Or they could figure out how to redesign and redevelop the core of their server infrastructure to handle more players.

    I don't think player population is the main cause. The pop cap for the servers has already been reduced relative to what it was at launch, and still lag is a bigger issue now than it was then.
  • Uberkull
    Uberkull
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    They already know. What's the point of making a thread full of theories from players who don't develop the game?

    Brian Wheeler explaining Cyrodiil lag and what they are doing - fast forward to 44 minutes
    http://youtu.be/_QbrrLZfzjQ
    ▬ஜ Seeds of War, Piles of Skulls ஜ▬
    ▬▬▬ஜ twitch.tv/uberkull ஜ▬▬▬
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