I read somewhere on here that the super-server is something like 16 servers linked together in Texas. ZOS says the lag is caused by more stuff occurring at once (computing proc sets with abilities and mitigation, etc.) but has never addressed the hardware side of things. I doubt they have upgraded/added to their servers since launch and instead they waste money on silly contests. That "million" they gave away to a guy who probably no longer plays couldve been invested in servers (50k a year could've added several servers), instead their marketing folks thought otherwise.
You'd be surprised how easily $1 million disappears when buying enterprise grade servers.
This is unmitigated horse crap. the lag is due to a combination of network transport latency and server processing lag not game design. What needs to be addressed are sever and network load balancing and it isn't as easy as it sounds, I know because before I retired I was a Consulting Engineer contracted to Digital Reality. We provided server systems for many online games.
Also if these Data centers are anywhere near North Dallas there is a very good chance they are on Century link which has the single worst infrastructure in the country, also those data centers won't be changing anytime soon, so the best we can hope for is a new contract with new data centers which brings its own stabbing your eye out with a fork issues.
If you people are going to ***, *** about the right things not something as idiotic as bad design.
This is unmitigated horse crap. the lag is due to a combination of network transport latency and server processing lag not game design. What needs to be addressed are sever and network load balancing and it isn't as easy as it sounds, I know because before I retired I was a Consulting Engineer contracted to Digital Reality. We provided server systems for many online games.
Also if these Data centers are anywhere near North Dallas there is a very good chance they are on Century link which has the single worst infrastructure in the country, also those data centers won't be changing anytime soon, so the best we can hope for is a new contract with new data centers which brings its own stabbing your eye out with a fork issues.
If you people are going to ***, *** about the right things not something as idiotic as bad design.
Erm game design and the code do indeed have an effect on lag, you clearly have no idea what you are talking about.
ZOS has more money than CCP Games.
Zos can afford to get systems like this https://community.eveonline.com/news/dev-blogs/tranquility-tech-3/
RinaldoGandolphi wrote: »They both go hand in hand
ESOUser0x00 wrote: »I'm not familiar with MMORPG tech but for cloud to scale up, you simply throw more machine resources.
Not quite that simple. There are two approaches to scaling IT services:
Scale up - i.e. add more resource too each node, such as more CPUs, more RAM, faster hard drives, more NICs etc
Scale out - i.e. add more nodes to the cluster/load-balanced array
Most services use a combination of the approaches but crucially, each has laws of diminishing returns depending on the software architecture. Some services, say Exchange Server, Active Directory and SQL Server, scale out excellently, in some cases hundreds of nodes can be uniformly load balanced automatically. Other services, e.g. vanilla LDAP directories, scale out badly and should be scaled up, but you then reach physical limitations of the host, e.g. perhaps it can only hold 32 CPUs or something. Some hardware architectures scale up better - NUMA for example - but the hosted service must run NUMA aware code (such as Exchange or SQL) or that service will fail to scale with it, in fact it may perform worse the more CPUs you add.
Now, we don't know how ZOS have done this but let's be honest, they're not really on the ball in terms of modernity of their code, so we can easily envisage a case where they're in a corner due to weak architecture decisions early in development and therefore cannot easily take advantage of hardware scalability.
My guess is that they rent room in an datacenter and can add or even rent servers.What if the building is already full. Then you would have to get estimates for an addition to the warehouse. That could takes months/years depending on building codes weather delays budget. Not likely that is the case but food for thought.
Its about game design, no amount of extra servers is going to solve this problem because the way the game was designed, the calculations, and the amount of players interacting at one time unless you are suggesting that everyone gets their own personal sever like the days of ultima online where everyone had their turnkey.
...as one of those degree-holding IT professionals I will politely disagree.
...as one of those degree-holding IT professionals I will politely disagree.
You can politely disagree all you want. Fact out weighs your disagreement. There are people who work for Microsoft that work in IT who don't hold any licensing or degrees. And I'm not talking about CSR's.
RinaldoGandolphi wrote: »They both go hand in hand
I didn't say they didn't, simply that the person I replied to making out game design / code is of no relevance is talking nonsense.
...as one of those degree-holding IT professionals I will politely disagree.
You can politely disagree all you want. Fact out weighs your disagreement. There are people who work for Microsoft that work in IT who don't hold any licensing or degrees. And I'm not talking about CSR's.
Of course. That doesn't, however, prove that you can play video games and whine about servers until you're an expert.
You need to actually work with that type of technology. And large compute clusters are not something the average vidya gamer has access to.
...as one of those degree-holding IT professionals I will politely disagree.
You can politely disagree all you want. Fact out weighs your disagreement. There are people who work for Microsoft that work in IT who don't hold any licensing or degrees. And I'm not talking about CSR's.
Problem here is not lag while playing, its lag, that is game design and optimization including the server partThis is unmitigated horse crap. the lag is due to a combination of network transport latency and server processing lag not game design. What needs to be addressed are sever and network load balancing and it isn't as easy as it sounds, I know because before I retired I was a Consulting Engineer contracted to Digital Reality. We provided server systems for many online games.
Also if these Data centers are anywhere near North Dallas there is a very good chance they are on Century link which has the single worst infrastructure in the country, also those data centers won't be changing anytime soon, so the best we can hope for is a new contract with new data centers which brings its own stabbing your eye out with a fork issues.
If you people are going to ***, *** about the right things not something as idiotic as bad design.
Erm game design and the code do indeed have an effect on lag, you clearly have no idea what you are talking about.
...as one of those degree-holding IT professionals I will politely disagree.
You can politely disagree all you want. Fact out weighs your disagreement. There are people who work for Microsoft that work in IT who don't hold any licensing or degrees. And I'm not talking about CSR's.
Of course. That doesn't, however, prove that you can play video games and whine about servers until you're an expert.
You need to actually work with that type of technology. And large compute clusters are not something the average vidya gamer has access to.
I never said you could whine and be an expert. I said if you are passionate enough about something you can learn and be just as knowledgeable. There are many many people that learn Networking, Server structure, game design, ect. that never went to school. You don't need to build a car to understand how it works and fix it. Technology is, for the most part, the same way. There are tons of information available that one who wants to can learn and be just as capable of problem shooting a server problem has you can with your degree. The only thing you have over that said guy is it's easier for you to find a job doing it.
...as one of those degree-holding IT professionals I will politely disagree.
You can politely disagree all you want. Fact out weighs your disagreement. There are people who work for Microsoft that work in IT who don't hold any licensing or degrees. And I'm not talking about CSR's.
Of course. That doesn't, however, prove that you can play video games and whine about servers until you're an expert.
You need to actually work with that type of technology. And large compute clusters are not something the average vidya gamer has access to.
TequilaFire wrote: »Let's also not forget about poorly optimized client side code either and flat out bugs like memory leaks.
After all this time you would think game devs could take advantage of multicore processing client side as well.
Servers are an issue but it takes two to tango.
