ZOS_GinaBruno wrote: »Update: We do have a (untested) fix for this issue, but we want to make sure we do thorough testing on it first and not rush it into a patch. Our plan is to have this fix included in the next update.
Hi @ZOS_GinaBruno , thanks a lot for the feedback and the quick fixes.
That beign said, I can't help but feel frustrated that such an easy fix solves such a huge performance problem (for consoles and older pcs, at least). Many times a week, we see countless threads asking for performance upgrades, or even a bug & lag update instead of a whole DLC. I can't say for certain, but I'm pretty sure that I saw you write in here that ZOS was working hard at improving performance problems, then we realize such a blatant bug was overlooked for only-god-knows how long.
We know that lag and bugs are killing the game for many long-time players. So my question is, what is ZOS's official stand on the matter. What are your action plan for this huge issue?
Many people here asked you to give me crowns or whatnot for bringing this bug to light. I don't want any of this. But an honest answer to this question would be greatly appreciated.
Thank you,
They should go through the entire UI with the mindset of "are any of our current features causing unnecessary lag" in mind and see if anything else is causing this.
Wouldn't put it past me if the Map in Cyro/PVP Cyro score leaderboard is causing ALOT of lag since it might be constantly updating to display seige numbers/AP ticks/ ranking etc.
@ZOS_GinaBruno Any confirmation that the team might be looking into other systems for optimization?
UI? Go through the entire game with that mindset. Which is what they should be doing periodically, anyways. Going through the entire game and benchmarking every possible system, doing optimisation passes to ensure everything is working as smoothly as possible.
Note that the testers on the internal test servers will not have accounts on them with large guilds.fullheartcontainer wrote: »Good job OP! This is definitely the kind of thing a real QC team should have picked up on. I really hope the devs are able to look into a solution to making this a default option. @ZOS_GinaBruno
Its such an obscure potential solution, no QA/QC team would have found this unless they stumbled upon it. Often times QA/QC teams are completely different people than the developers and unfortunately, due to the nature of the beast in most industries they're the first to be "trimmed"
If ZOS is dealing with lag issues, I would have expected them to do CPU profiling and network tracing to determine if there was any unusual amount of activity there?
Makes me wonder if in their attempts at improving performance they might have spent too much time looking at optimizing spell/skills stuff, and forgot to look at the basic stuff: network and CPU usage profiling.
Notice that it's not the first time something similar was found. A few years ago (can't remember for sure if it was ESO or another MMO I played in the past), I remember a lag cause was traced back to the quest journal. If it wasn't ESO, then that's another area I would suggest analyzing (to ensure the game isn't spending an insane amount of CPU/bandwidth dealing with potential quest updates).
Hopefully this will give ZOS new ideas of areas in need of reviewing to address the performance/stability issues that have been plaguing players since launch.
Note that the testers on the internal test servers will not have accounts on them with large guilds.fullheartcontainer wrote: »Good job OP! This is definitely the kind of thing a real QC team should have picked up on. I really hope the devs are able to look into a solution to making this a default option. @ZOS_GinaBruno
Its such an obscure potential solution, no QA/QC team would have found this unless they stumbled upon it. Often times QA/QC teams are completely different people than the developers and unfortunately, due to the nature of the beast in most industries they're the first to be "trimmed"
If ZOS is dealing with lag issues, I would have expected them to do CPU profiling and network tracing to determine if there was any unusual amount of activity there?
Makes me wonder if in their attempts at improving performance they might have spent too much time looking at optimizing spell/skills stuff, and forgot to look at the basic stuff: network and CPU usage profiling.
Notice that it's not the first time something similar was found. A few years ago (can't remember for sure if it was ESO or another MMO I played in the past), I remember a lag cause was traced back to the quest journal. If it wasn't ESO, then that's another area I would suggest analyzing (to ensure the game isn't spending an insane amount of CPU/bandwidth dealing with potential quest updates).
Hopefully this will give ZOS new ideas of areas in need of reviewing to address the performance/stability issues that have been plaguing players since launch.
Probably not even the testers on live servers as the testing accounts are not private.
So yes this could easy slip below the radar for an very long time.
Makes me wonder why guild roaster need to be updated all the time, why not only then you open the menu?
Yes it should be an API call to for mods to use but its not something you need outside the page itself
Note that the testers on the internal test servers will not have accounts on them with large guilds.fullheartcontainer wrote: »Good job OP! This is definitely the kind of thing a real QC team should have picked up on. I really hope the devs are able to look into a solution to making this a default option. @ZOS_GinaBruno
Its such an obscure potential solution, no QA/QC team would have found this unless they stumbled upon it. Often times QA/QC teams are completely different people than the developers and unfortunately, due to the nature of the beast in most industries they're the first to be "trimmed"
If ZOS is dealing with lag issues, I would have expected them to do CPU profiling and network tracing to determine if there was any unusual amount of activity there?
Makes me wonder if in their attempts at improving performance they might have spent too much time looking at optimizing spell/skills stuff, and forgot to look at the basic stuff: network and CPU usage profiling.
Notice that it's not the first time something similar was found. A few years ago (can't remember for sure if it was ESO or another MMO I played in the past), I remember a lag cause was traced back to the quest journal. If it wasn't ESO, then that's another area I would suggest analyzing (to ensure the game isn't spending an insane amount of CPU/bandwidth dealing with potential quest updates).
Hopefully this will give ZOS new ideas of areas in need of reviewing to address the performance/stability issues that have been plaguing players since launch.
Probably not even the testers on live servers as the testing accounts are not private.
So yes this could easy slip below the radar for an very long time.
Makes me wonder why guild roaster need to be updated all the time, why not only then you open the menu?
Yes it should be an API call to for mods to use but its not something you need outside the page itself
I remember reading here a long time ago that ZOS would never allow their devs (or qa or wathever) to go to the live server with their developper accounts, because it would introduce imbalance or unfairness or wathever. I think this specefic policy is the root cause of what we are seeing here today. I mean, who would really care if developpers logged a couple hours a week in the live server with developers accounts comparable to the ones on pts. Yes they would have all cps and equipments freely available to use, but if the username would be clearly identified with a GM tag, I’m sure everyone would be happy to see them and tackle with them. This would allow for much better testing in the real environment, imo.
I remember in my teen days, when I was playing EQ, we would see GMs in-game pretty often. I don’t remember seeing a single one in ESO...
@ZOS_GinaBruno I see you still didn’t answer my previous question about ZOS’ long-term plan about performance issues. It’s kinda disappointing, it would have included itself pretty well with your new « we want to communicate better » policy...
Wildberryjack wrote: »How do you make it apply to all guilds at the same time? Because it only stays on one, the last one done.
Someone in my random group told us that a great way to reduce lag was to type your own name in the search tab of the guild roster. It reduced cpu usage or whatever. I thought this was a load of bs, but I tried it anyway, since it doesn't cost much. Well, believe it or not, after that I was able to rush the flags in 3 heavily defended keeps without too many lag spikes and no crash at all. Well, not too many lag spikes for this game anyway...Try it yourself and tell us if it helps!
Dont_do_drugs wrote: »gotten the code from arkadius today after we read that thread, i uploaded this tiny script on eso ui - u can test, wether it brings something to ur performance, basically it should stop the guild roster updating as long as youre not in the guild roster window. sure - its only pc.
cant say, if u will feel improvements, if its working properly as intended, it will also depend on your own hardware, wether its even needed, but feedback is welcome, especially if some people recognize, its helping (till zos will make deeper changes about this), its already nice to know. it also should block the lag from guild kicks. its small, doesnt produce ui errors or savedvars, so also no loss or prob to try.
i am still too stupid for lua. >,<
https://www.esoui.com/downloads/info2211-ArkadiusGuildRosterUpdateBlock.html#info
Someone in my random group told us that a great way to reduce lag was to type your own name in the search tab of the guild roster. It reduced cpu usage or whatever. I thought this was a load of bs, but I tried it anyway, since it doesn't cost much. Well, believe it or not, after that I was able to rush the flags in 3 heavily defended keeps without too many lag spikes and no crash at all. Well, not too many lag spikes for this game anyway...Try it yourself and tell us if it helps!
Sylvermynx wrote: »Heh. Yeah. Q1 encompasses three months.... I expect it between late Feb and mid Mar.
Dont_do_drugs wrote: »gotten the code from arkadius today after we read that thread, i uploaded this tiny script on eso ui - u can test, wether it brings something to ur performance, basically it should stop the guild roster updating as long as youre not in the guild roster window. sure - its only pc.
cant say, if u will feel improvements, if its working properly as intended, it will also depend on your own hardware, wether its even needed, but feedback is welcome, especially if some people recognize, its helping (till zos will make deeper changes about this), its already nice to know. it also should block the lag from guild kicks. its small, doesnt produce ui errors or savedvars, so also no loss or prob to try.
i am still too stupid for lua. >,<
https://www.esoui.com/downloads/info2211-ArkadiusGuildRosterUpdateBlock.html#info