Rune_Relic wrote: »hoaxburnrwb17_ESO wrote: »mrmadpyrorwb17_ESO wrote: »Yip, exactly what I see when I pvp. Here are some ideas (just off the top of my head)
- Remove the detail - Make further players a default character model with one baked texture instead of showing their full armour peices with all their dyed glory. This will make framerates far better.
- (Re)enable client trust - if done correctly with proper coding/encoding you can have the client tell the server what it is doing instead of the client waiting for the server to tell it what it already knows. The game was like this way back, but guys hacked it and gave themselves full ultimate 24/7. There are ways to make it work.
I don't really think this is necessary - first of all there's already lots of LoD going on with player textures.
Second of textures are more on the memory side of things, and third, it's not a GPU issue. This is an optimization issue with the CPU and memory optimization of their code which is bottlenecking the GPU.
theres no way to fix what is happening in cyrodiil. lets be blunt the reason there is lag is because there's to damn much people in cyrodiil. there's only 2 ways to fix this, open another 30 day stan server or hurry up with battlegrounds 8v8 15 minute battles. in the mean time
Do you think 100 poeple on screen walking around and not firing any weapons would cause any lag ?
Its not the people on screen.
Its a combination of combat events + people on screen.
And guess what creates all the combat events ?
Clue is it begins with A and ends with E
Lord_Wrath wrote: »Why would someone tell you to adapt to it? I mean, what sense does it make to be passive over sub-par standards?
While I've experienced all the lag and missed/delayed attacks and rubberbanding that you showed, you should really give disabling some addons a go. It definitely looks like you're using AUI's quickslots and minimap. I love having a minimap open, but it seems to have some relatively big FPS impact. It won't fix the lag, but when the game's slightly less laggy, you'll get less skipping. Also, make sure to /reloadui as often as you can; I swear there's some major memory leaks whether in game or in some of the more popular addons.
Lord_Wrath wrote: »Why would someone tell you to adapt to it? I mean, what sense does it make to be passive over sub-par standards?
Because Fit throwing, flaming, Begging Zos, giving them suggestions, Streaming and doing our best to get the message out, Writing letters, etc... have had no result.
This is still the way it looks. SO.... the game isn't going to change. You have to.
hoaxburnrwb17_ESO wrote: »mrmadpyrorwb17_ESO wrote: »Yip, exactly what I see when I pvp. Here are some ideas (just off the top of my head)
- Remove the detail - Make further players a default character model with one baked texture instead of showing their full armour peices with all their dyed glory. This will make framerates far better.
- (Re)enable client trust - if done correctly with proper coding/encoding you can have the client tell the server what it is doing instead of the client waiting for the server to tell it what it already knows. The game was like this way back, but guys hacked it and gave themselves full ultimate 24/7. There are ways to make it work.
I don't really think this is necessary - first of all there's already lots of LoD going on with player textures.
Second of textures are more on the memory side of things, and third, it's not a GPU issue. This is an optimization issue with the CPU and memory optimization of their code which is bottlenecking the GPU.
theres no way to fix what is happening in cyrodiil. lets be blunt the reason there is lag is because there's to damn much people in cyrodiil. there's only 2 ways to fix this, open another 30 day stan server or hurry up with battlegrounds 8v8 15 minute battles. in the mean time
admin
We've implemented some fixes for Cyrodiil performance in incremental patches, and though they are small, they are making it better. We also have some fixes going into the next big update, but as it's been stated in this thread, no one fix is going to be the "silver bullet" that fixes everything. What we don't want happening is we put in a whole bunch of potential fixes only to find that something ends up making the problem worse, then we have to backtrack.
We understand this has been frustrating, but appreciate your patience and understanding. Fixing the performance in Cyrodiil is still one of our highest priorities, and we are still actively working on it.
Gina Bruno
ZOS I am tired of your bull. Cyrodiil has not gotten better, it has gotten worse. Cyrodiil is not you highest priority and never has been.
I have cancelled my sub. I am not going to pay for the pathetic game performance in Cyrodiil any longer. If I have to deal with it, it will be as a free to play player.
D0ntevenL1ft wrote: »Rune_Relic wrote: »hoaxburnrwb17_ESO wrote: »mrmadpyrorwb17_ESO wrote: »Yip, exactly what I see when I pvp. Here are some ideas (just off the top of my head)
- Remove the detail - Make further players a default character model with one baked texture instead of showing their full armour peices with all their dyed glory. This will make framerates far better.
- (Re)enable client trust - if done correctly with proper coding/encoding you can have the client tell the server what it is doing instead of the client waiting for the server to tell it what it already knows. The game was like this way back, but guys hacked it and gave themselves full ultimate 24/7. There are ways to make it work.
I don't really think this is necessary - first of all there's already lots of LoD going on with player textures.
Second of textures are more on the memory side of things, and third, it's not a GPU issue. This is an optimization issue with the CPU and memory optimization of their code which is bottlenecking the GPU.
theres no way to fix what is happening in cyrodiil. lets be blunt the reason there is lag is because there's to damn much people in cyrodiil. there's only 2 ways to fix this, open another 30 day stan server or hurry up with battlegrounds 8v8 15 minute battles. in the mean time
Do you think 100 poeple on screen walking around and not firing any weapons would cause any lag ?
Its not the people on screen.
Its a combination of combat events + people on screen.
And guess what creates all the combat events ?
Clue is it begins with A and ends with E
Im quite sure there will never be 100 people on the screen not doing a thing. The more people on the screen the more likelihood they are using abilities that add to the lag; its simply a higher chance with more people. That logic is flawed.
Rune_Relic wrote: »D0ntevenL1ft wrote: »Rune_Relic wrote: »hoaxburnrwb17_ESO wrote: »mrmadpyrorwb17_ESO wrote: »Yip, exactly what I see when I pvp. Here are some ideas (just off the top of my head)
- Remove the detail - Make further players a default character model with one baked texture instead of showing their full armour peices with all their dyed glory. This will make framerates far better.
- (Re)enable client trust - if done correctly with proper coding/encoding you can have the client tell the server what it is doing instead of the client waiting for the server to tell it what it already knows. The game was like this way back, but guys hacked it and gave themselves full ultimate 24/7. There are ways to make it work.
I don't really think this is necessary - first of all there's already lots of LoD going on with player textures.
Second of textures are more on the memory side of things, and third, it's not a GPU issue. This is an optimization issue with the CPU and memory optimization of their code which is bottlenecking the GPU.
theres no way to fix what is happening in cyrodiil. lets be blunt the reason there is lag is because there's to damn much people in cyrodiil. there's only 2 ways to fix this, open another 30 day stan server or hurry up with battlegrounds 8v8 15 minute battles. in the mean time
Do you think 100 poeple on screen walking around and not firing any weapons would cause any lag ?
Its not the people on screen.
Its a combination of combat events + people on screen.
And guess what creates all the combat events ?
Clue is it begins with A and ends with E
Im quite sure there will never be 100 people on the screen not doing a thing. The more people on the screen the more likelihood they are using abilities that add to the lag; its simply a higher chance with more people. That logic is flawed.
So you are sayng that there isnt any code associated with any action ?
That doing anything has abosutely no impact on the server ?
Most of the stuff you do on screen is single target...you...thats it.
Start chucking AoE you arent just adding to your code.....your adding code to everyone hit.
That snowballs.....very very quickly.
mrmadpyrorwb17_ESO wrote: »Rune_Relic wrote: »D0ntevenL1ft wrote: »Rune_Relic wrote: »hoaxburnrwb17_ESO wrote: »mrmadpyrorwb17_ESO wrote: »Yip, exactly what I see when I pvp. Here are some ideas (just off the top of my head)
- Remove the detail - Make further players a default character model with one baked texture instead of showing their full armour peices with all their dyed glory. This will make framerates far better.
- (Re)enable client trust - if done correctly with proper coding/encoding you can have the client tell the server what it is doing instead of the client waiting for the server to tell it what it already knows. The game was like this way back, but guys hacked it and gave themselves full ultimate 24/7. There are ways to make it work.
I don't really think this is necessary - first of all there's already lots of LoD going on with player textures.
Second of textures are more on the memory side of things, and third, it's not a GPU issue. This is an optimization issue with the CPU and memory optimization of their code which is bottlenecking the GPU.
theres no way to fix what is happening in cyrodiil. lets be blunt the reason there is lag is because there's to damn much people in cyrodiil. there's only 2 ways to fix this, open another 30 day stan server or hurry up with battlegrounds 8v8 15 minute battles. in the mean time
Do you think 100 poeple on screen walking around and not firing any weapons would cause any lag ?
Its not the people on screen.
Its a combination of combat events + people on screen.
And guess what creates all the combat events ?
Clue is it begins with A and ends with E
Im quite sure there will never be 100 people on the screen not doing a thing. The more people on the screen the more likelihood they are using abilities that add to the lag; its simply a higher chance with more people. That logic is flawed.
So you are sayng that there isnt any code associated with any action ?
That doing anything has abosutely no impact on the server ?
Most of the stuff you do on screen is single target...you...thats it.
Start chucking AoE you arent just adding to your code.....your adding code to everyone hit.
That snowballs.....very very quickly.
It's actually not as heavy as you'd think at all unless you were dealing with thousands of players.
mrmadpyrorwb17_ESO wrote: »This should be the #1 priority. #2 should be fixing the framerate which gets lower and lower with each patch.
As long as there's 20 or more people nearby the game will never go above an average of 40 fps.
https://youtube.com/watch?v=uho2EiRCJDQ&list=PL08p12xd_SnzkW0LAViS1bQ6kOABYDVQD
They already know this. We showed them this a year ago or more. They've left it as is.
If they won't fix it....you have to adapt. I've moved on to dueling communities and trying to find my niche there. I suggest you do the same. Large scale combat simply isn't possible.
Completely wrong attitude. Now a days with just about any development team or company the only thing to get them to change is constant complaining, boycotting or a mixture of both. It's a sad gaming world that's been created throughout the past decade or so, but this is exactly what it has become. Whine more, get what you want.