So, since I started playing pvp about 1 month ago, I've never been able to rush the flags in a defended keep because the game would aways drop to atrocious fps, crash, and send me back to Xbox's home screen. I also had many crashes in medium-sized fights outside of keeps. I have a basic Xbox 1, with the game installed directly on it's hard drive, so it might be the most fragile setup, but this situation has pulled me back from Cyro to a point where I was only playing BGs.
All this until last night, where I could'nt queue in any BG or dungeon, because the damn group finder was bugged again. So I decided to hop in Cyro, to begin to farm my tier 1 reward for the month. 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 wathever. 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...
I know it's just 1 session and it doesn't mean much, but all 3 pops were locked and there was a lot of people, so it's pretty encouraging for now. Try it yourself and tell us if it helps!
Tried this on PS4. I have 1 guild (trade guild) and did the "fix".
Went into vSO, midway through after the Troll Boss, frames just got worse (as per usual, always happens no matter what).
After all the add pulls leading to Ozara, the frames got worse.
The add pull before the Serpent and the Serpent HM fight was the peak of the horrible performance.
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This "fix" doesn't really do much. It's still the same. Granted I'm on console, and the last time trials had GOOD performance was in One Tamriel update. So please fix this. It's been 2 years. It's overlooked.
Tried this on PS4. I have 1 guild (trade guild) and did the "fix".
Went into vSO, midway through after the Troll Boss, frames just got worse (as per usual, always happens no matter what).
After all the add pulls leading to Ozara, the frames got worse.
The add pull before the Serpent and the Serpent HM fight was the peak of the horrible performance.
--
This "fix" doesn't really do much. It's still the same. Granted I'm on console, and the last time trials had GOOD performance was in One Tamriel update. So please fix this. It's been 2 years. It's overlooked.
Yes, it would be accounts for doing stuff like queuing for random dungeons during event so they should not stand out, not GM as so rather for logging / debugging.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...
I would be fine with a QA members going on live to test but they should oversight on them to ensure they do not grant favors or abuse their position. Maybe not be able to create anything themselves to be added for use, places a request with oversight if they can not or was not given the items/ powers to test.
I would also think they should not be tagged for public knowledge. they have a job to do and need to do it without having to answer questions or get harassed.
@ZOS_GinaBruno Maybe it's about time to have some of your internal testers (hopefully you guys have some) start testing for stupid crap like this. Even if it makes absolutely zero sense, don't worry about it, just test anyways.
Yes, it would be accounts for doing stuff like queuing for random dungeons during event so they should not stand out, not GM as so rather for logging / debugging.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...
I would be fine with a QA members going on live to test but they should oversight on them to ensure they do not grant favors or abuse their position. Maybe not be able to create anything themselves to be added for use, places a request with oversight if they can not or was not given the items/ powers to test.
I would also think they should not be tagged for public knowledge. they have a job to do and need to do it without having to answer questions or get harassed.
However they would still not be member of many guilds, making this hard to crack down.
Still it should show up in logs, logs helped me solve one of mine performance issues. In short it was an large user / project matrix who loaded very slowly, found that the reason was that I was keep asking for translations for user access and completion for all users x all projects rather than use variables for the 10 options and just translate once.
fgoron2000 wrote: »I'm curious, when the refresh is done on guild rosters, which is apparently causing the issue being discussed here, does it scan all members of a guild, or all members of a guild who are currently online? My guild is large, having over 450 members, however, the number of players logged in at any given time is generally between 30 and 60 or so, sometimes lower. Although we're NA/PC based, we have members from all over the globe, so not everyone is in the same general timezones, playing at the same time. For instance, at least one of the officers is in London, yet plays primarily on the NA server.
fgoron2000 wrote: »I'm curious, when the refresh is done on guild rosters, which is apparently causing the issue being discussed here, does it scan all members of a guild, or all members of a guild who are currently online? My guild is large, having over 450 members, however, the number of players logged in at any given time is generally between 30 and 60 or so, sometimes lower. Although we're NA/PC based, we have members from all over the globe, so not everyone is in the same general timezones, playing at the same time. For instance, at least one of the officers is in London, yet plays primarily on the NA server.
Yolokin_Swagonborn wrote: »
Syntax_Error wrote: »Does it matter if I do this and 1) I'm marked offline or 2) I have the 'Hide Offline' option enabled in the guild window??
Also, does it make a difference if I do the search in a guild window/roster that has more active (not offline) people than another guild roster?
Thanks in advance for the answers and thanks also to OP!
Started using the Arkadius Guild Rooster Update Blocker and I notice a big difference. Used to have insane FPS drops in bigger cities and in PvP (could go from 40 down to 5-10). Haven´t had a single of those FPS drops since I started using the addon. Doesn´t help regarding latency however. But positive this worked tbh
ZarkingFrued wrote: »@ZOS_GinaBruno can you folks over at the office look into making it so this only runs when you open the guild roster up? If it stopped running when you weren't looking at it, it may be a huge advantage
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"I can’t tell much difference on PC but glad it’s working for consoles. Performance is notoriously worse on console I guess. But I haven’t had any huge battles yet so I’ll test it more.
YMMV if you're on PC. The configurations are drastically different between PC and consoles and who knows the development cycle for the console port...
ZarkingFrued wrote: »@ZOS_GinaBruno can you folks over at the office look into making it so this only runs when you open the guild roster up? If it stopped running when you weren't looking at it, it may be a huge advantage
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