I will grant you it could be a bandwidth issue within ZOS' internal network, but my bet is still that Cyrodiil gets bottlenecked on a single server thread. Bit of a moot point, though. We could speculate all day, but only ZOS can do actual performance measurements.
Merlin13KAGL wrote: »Bandwidth: You're doing it wrong.
Queued traffic would continue to add up and eventually get dropped entirely. The delay would get progressively worse.
In your traffic jam analogy, the line of cars waiting to get on the interstate continues to get longer and longer. They don't pause for a set amount of time and then suddenly resume travel at top speed.
I will grant you it could be a bandwidth issue within ZOS' internal network, but my bet is still that Cyrodiil gets bottlenecked on a single server thread. Bit of a moot point, though. We could speculate all day, but only ZOS can do actual performance measurements.
Internet lag is always going to be one of the reasons that there is lag in the game. The variety of ISPs around the world almost guarantees this.
I am thinking, based on something Lambert said, that Cyrodiil performance is about the database and how characters are stored and referenced. Everything about this game is database, though. On some level, an MMO is basically a fancy way of sharing database information between large numbers of players.
One thing about lag in this game, in particular in PvP, is that it is roughly constant at about 3 seconds. This rather strongly points to a bandwidth issue in the client-server communication, rather than too weak servers.
One thing about lag in this game, in particular in PvP, is that it is roughly constant at about 3 seconds. This rather strongly points to a bandwidth issue in the client-server communication, rather than too weak servers.
Happy New Year to you too, Vgastel
As for lags root cause, i am afraid, you might be wrong.
Try connecting at the most desert time (i play at PC EU so like 5am..6AM GMT is the right time).
My pingplotter shows 45..50 mS round trip (e.g. like 23-25 mS one side), while ingame ping shows 120 .. 150 mS at the very same time. This means, time to process packets by server is greater than network delays. Same story with connecting at the peak time: ping still shows 45 .. 50 mS, which indicate network is not the issue (as with severe queuing we'd have noticeable ping delays as well, because echo packets would also have to wait in the queue along with other packets).
Load balancers show some serious packet losses, though i believe the effect is causes by the fact they are not using session persistence.
Also game-makers experimenting with proc sets and group sizes shows the queues are at CPU cores, rather than at Network Interface cards.
Normally, NICs are hardly the most utilized components in modern computing systems, hard disks and CPU are bottlenecks, provided we have enough RAM to cache everything relevant from disks and avoid swapping at all.
The thing is that I play other MMO games with mostly zero lag. On the same hardware and on the same internet connection. Also, looking at the traffic going back and forth during gameplay, it's in the hundreds of bytes, not megabytes, maybe some Kb at times. To me it suggests on server calculation and net code issues.
One thing about lag in this game, in particular in PvP, is that it is roughly constant at about 3 seconds. This rather strongly points to a bandwidth issue in the client-server communication, rather than too weak servers. If the server itself can't keep up, the lag would greatly vary depending whether a big siege or fight is going on or not.
The bandwidth is a measure for a maximum amount of data traffic between clients and server per unit of time. When the amount of data traffic exceeds the bandwidth, it gets queued, like in a real traffic jam, resulting in lag of roughly constant duration.
The lag in Cyrodiil only reduces when the campaign is empty, i.e., in the morning when only a few are playing and the bandwidth limit is not reached.
New servers may thus not help if not enough bandwidth is available and the data can't reach the server (and the clients) fast enough.
One way to reduce bandwidth problems would be to scrutinize the data packets between clients and server, eliminate redundancy, minimize packet size, check that noone found a way to prioritize their packet over those of others (resulting in some players skills going off and others' skill don't).
My 5 cents worth.
Oh, and of course, Happy Newyear!
They does not rent better servers but the huge ball groups fighting each others get broken up by PvDoor players flooding in and filling the servers. Simply buying 3-6 beefy servers would be much cheaper than all the work they done trying to fix the Cyrodil issues.AuraStorm43 wrote: »Its a server issue judging by the improvement we get during midyear when they rent better servers
They does not rent better servers but the huge ball groups fighting each others get broken up by PvDoor players flooding in and filling the servers. Simply buying 3-6 beefy servers would be much cheaper than all the work they done trying to fix the Cyrodil issues.AuraStorm43 wrote: »Its a server issue judging by the improvement we get during midyear when they rent better servers
Its an mix of issues, server load in huge fight even if your not in it, network load and client performance, has to load all the outfit styles and mounts people paid for
Honestly I have more issues with trials than Cyrodil for unknown reasons.
jedtb16_ESO wrote: »if i got money for every time i saw the phrase... i only get lag on this game..... i'd have a lot of money.
if i got money for every time i saw the phrase... i don't get lag on any other game..... i'd have a lot more money.
SkaraMinoc wrote: »The server is likely experiencing high CPU usage when lots of players are in the same area.
Hypothetically, let's say 100 players are near a keep and each player sends 10 position updates per second.
10 * 100 * 100 = 100,000 updates per second that the server must process
100k is actually very low for a CPU, however there's a lot going on with abilities. Lots of logic checks. Collision, light of sight, player resources, cooldowns, etc. This all adds up. A single, unoptimized part of the code can cause massive delays (hundreds of milliseconds).
High CPU usage = delayed processing = "lag"
One thing about lag in this game, in particular in PvP, is that it is roughly constant at about 3 seconds. This rather strongly points to a bandwidth issue in the client-server communication, rather than too weak servers. If the server itself can't keep up, the lag would greatly vary depending whether a big siege or fight is going on or not.
etchedpixels wrote: »One thing about lag in this game, in particular in PvP, is that it is roughly constant at about 3 seconds. This rather strongly points to a bandwidth issue in the client-server communication, rather than too weak servers. If the server itself can't keep up, the lag would greatly vary depending whether a big siege or fight is going on or not.
It's server (or client). The data exists as you can measure it.
Collect the TCP session statistics for the game run with tcpdump, throw them through network analyzer tools and it'll tell you four things (at least when I did this for EU last) with a fibre connection at 900Mbit.
- EU network ping time is really good (it's about a 23ms RTT for me from the UK to their German site)
- Server response time when it's good is about 70ms (as reported by the game), so about 50ms is server and or client overhead. That's not good by modern MMO standards.
- Traffic bandwidth isn't enough to overwhelm anything but a slow link - even around dolmens although it does spike up sharply during things like entering areas with a lot of players, then drops. I guess it's caching lots of player data.
- Server response time regularly spikes up to far bigger numbers, and most of the spikes are not network packet drops.
I've not specifically done captures and measured Cyrodiil to see how it looks.
Looking at some of the other people's runs there also seems to be some bufferbloat/tcp capture problems on some of the paths to their server, or their servers so if you have a relatively slow connection you suffer far worse performance than you should.