Maintenance for the week of September 8:
• [IN PROGRESS] PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT)

What performance improvements are we getting with AWA?

spartaxoxo
spartaxoxo
✭✭✭✭✭
✭✭✭✭✭
First. This is not a thread to discuss AWA. Please do not discuss it at all here. There are multiple threads that already exist for that. This is also not a thread to discuss whether or not these changes are worth it. That all belongs in the existing AWA threads.

This is a question mostly for the dev team, though anyone is obviously free to discuss perfomance alone in this thread. What exactly are the performance issues this change intends to solve? What will this allow you to do in the future? Does this have to do with console support? What do you mean it allows the game to be performant in the future as the most important aspect?
Edited by spartaxoxo on February 24, 2022 1:10AM
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    Edited by spartaxoxo on February 24, 2022 1:00AM
  • BlossomDead
    BlossomDead
    ✭✭✭✭✭
    It is a matter of querying the databases per character rather than per account which is more consuming in terms of resources. Nothing more complicated than that.

    It eases bit the load on the backend and probably will speed up char load. Multiply that with millions of accounts and it might be a significant gain.
    Edited by BlossomDead on February 24, 2022 2:19AM
  • WhiteCoatSyndrome
    WhiteCoatSyndrome
    ✭✭✭✭✭
    ✭✭✭✭✭
    …did anyone actually notice any performance improvement on the PTS? I didn’t, but I allow as that might be my internet connection, which is terrible.
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works
    How to turn off the sustainability features (screen dimming, fps cap) on PC
  • TPishek
    TPishek
    ✭✭✭✭✭
    …did anyone actually notice any performance improvement on the PTS? I didn’t, but I allow as that might be my internet connection, which is terrible.

    Impossible to tell. PTS has a really low power server regardless, and there are nowhere near as many players on there stressing it out as there would be on live.
  • nightstrike
    nightstrike
    ✭✭✭✭✭
    spartaxoxo wrote: »
    First. This is not a thread to discuss AWA. Please do not discuss it at all here. There are multiple threads that already exist for that. This is also not a thread to discuss whether or not these changes are worth it. That all belongs in the existing AWA threads.

    This is a question mostly for the dev team, though anyone is obviously free to discuss perfomance alone in this thread. What exactly are the performance issues this change intends to solve? What will this allow you to do in the future? Does this have to do with console support? What do you mean it allows the game to be performant in the future as the most important aspect?

    I guarantee the performance difference is negligible. It's just not how databases work.
    Warning: This signature is tiny!
  • Amottica
    Amottica
    ✭✭✭✭✭
    ✭✭✭✭✭
    Essentially the game is a database. Our characters are constantly requesting information from the server for various things which include our inventory when we look at it and our achievements for times we look at it or other things that require achievements.

    By reducing how much information that queries go through it reduces the load on the server which in effect improves performance.

    Will this be a fix-all for the performance? No. We probably will not notice it. But with multiple improvements across different areas, some of the issues we experience due to the server load will improve.

    Beyond that, I would not expect more from Zenimax. They stated their answer in the Q&A and doubt they will find a need to expand on it.
  • DarcyMardin
    DarcyMardin
    ✭✭✭✭✭
    ✭✭✭
    None, in my opinion, just for the change to achievements themselves. The amount of data we are talking about here is, by normal database standards, small. If this is part and parcel of the entire code re-write that they are supposedly doing for all aspects of the game this year, then we can at least hope that we will eventually see better performance, assuming any of us are still around then. I doubt very much that I will be, since the deletion of so much individual character progress and history guts my characters and my play style.
  • nightstrike
    nightstrike
    ✭✭✭✭✭
    Amottica wrote: »
    Essentially the game is a database. Our characters are constantly requesting information from the server for various things which include our inventory when we look at it and our achievements for times we look at it or other things that require achievements.

    By reducing how much information that queries go through it reduces the load on the server which in effect improves performance.

    That's not how databases work, and that's not how achievements are implemented. First, they are loaded when you login and updated with events, not every time you open the window. Second, it is infinitesimal compared to all the other data that moves around (hello guild sales!)

    On the database side, there are cache layers, multiple indexes, backend optimizers, different kinds of optimized views... there are so many facets to a good database design that simply deleting a few records is like throwing a pebble into the ocean. And any database like this will be monotonically increasing, so this is, at best, a pebble thrown into an ocean that's rising (hi, melting ice caps!)
    Warning: This signature is tiny!
  • SirBedevere
    SirBedevere
    ✭✭✭
    I am curious about the answer to this question as well. I wasn't under the impression that load screen times were a huge issue anymore. Is this maybe related to something with the upcoming chapter?
  • Saieden
    Saieden
    ✭✭✭✭✭
    It is a matter of querying the databases per character rather than per account which is more consuming in terms of resources. Nothing more complicated than that.

    It eases bit the load on the backend and probably will speed up char load. Multiply that with millions of accounts and it might be a significant gain.

    This is absolutely untrue, unless you are just terribly bad at software design. Have you considered that those same (thousands, not millions) of accounts doing hundreds of combat actions resulting in both server checks, processing and logged (!!!!!!) PER SECOND. How often do you think a player gets an achievement? I would it's no more than 2-3, probably less, per player per day. It's straight up lies.
  • Kaspy
    Kaspy
    ✭✭✭
    I would take a guess that this is pretty much because they are moving account and character data to some kinds of 'cold storage' options, which means much lower storage but higher I/O (read/write) costs. So reducing the need for I/O's means overal improvement of 'performance' costwise. From the point of view of individual players this probably won't yield any measurable benefits performancewise.
  • Saieden
    Saieden
    ✭✭✭✭✭
    Kaspy wrote: »
    I would take a guess that this is pretty much because they are moving account and character data to some kinds of 'cold storage' options, which means much lower storage but higher I/O (read/write) costs. So reducing the need for I/O's means overal improvement of 'performance' costwise. From the point of view of individual players this probably won't yield any measurable benefits performancewise.

    Cold storage is the exact opposite. It means that data is being semi-archived when a user is AFC (away from account) for a certain amount of time. When the user logs in again, that data is moved from cold storage back onto "hot" storage so it can be accessed more quickly (and expensively).

    The performance increase comes simply from having less data and smaller/cleaner indexing on the hot storage instances, which means the can be more consolidated, both physically and logically.
  • remosito
    remosito
    ✭✭✭✭✭
    spartaxoxo wrote: »
    First. This is not a thread to discuss AWA. Please do not discuss it at all here. There are multiple threads that already exist for that. This is also not a thread to discuss whether or not these changes are worth it. That all belongs in the existing AWA threads.

    This is a question mostly for the dev team, though anyone is obviously free to discuss perfomance alone in this thread. What exactly are the performance issues this change intends to solve? What will this allow you to do in the future? Does this have to do with console support? What do you mean it allows the game to be performant in the future as the most important aspect?

    I guarantee the performance difference is negligible. It's just not how databases work.

    it actually can be how a database works.

    read access is sped up considerably if data is kept in memory. the bigger the database the less of it fits in memory (for same server/amountofram)..

    same for indexes and memory..

    if we just look at achieves db. in my case reduction of data is 90%. 10 uptodate u33 chars..

    10chars->1account..
    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • Saieden
    Saieden
    ✭✭✭✭✭
    remosito wrote: »
    spartaxoxo wrote: »
    First. This is not a thread to discuss AWA. Please do not discuss it at all here. There are multiple threads that already exist for that. This is also not a thread to discuss whether or not these changes are worth it. That all belongs in the existing AWA threads.

    This is a question mostly for the dev team, though anyone is obviously free to discuss perfomance alone in this thread. What exactly are the performance issues this change intends to solve? What will this allow you to do in the future? Does this have to do with console support? What do you mean it allows the game to be performant in the future as the most important aspect?

    I guarantee the performance difference is negligible. It's just not how databases work.

    it actually can be how a database works.

    read access is sped up considerably if data is kept in memory. the bigger the database the less of it fits in memory (for same server/amountofram)..

    same for indexes and memory..

    if we just look at achieves db. in my case reduction of data is 90%. 10 uptodate u33 chars..

    10chars->1account..

    It would only do that if they loaded every character's data into memory when you log in every time with any character, which is crazy. Even if you needed the data from other characters, they could cache it client-side and read it from there as that data is contextually static.
  • _Zathras_
    _Zathras_
    ✭✭✭✭✭
    On the database side, there are cache layers, multiple indexes, backend optimizers, different kinds of optimized views... there are so many facets to a good database design that simply deleting a few records is like throwing a pebble into the ocean. And any database like this will be monotonically increasing, so this is, at best, a pebble thrown into an ocean that's rising (hi, melting ice caps!)

    Which seems to backup the sentiment that this was a last minute justification to push this out, simply because they wanted to do it, without all the hassles of negotiation. And by hassles, I mean open communication.

    There are a couple of similar comments from other contributors to this overall discussion who have fair/extensive expertise in software management/coding/techstuffonlytheyunderstand that makes the "performance improvement" aspect to the AWA highly suspect at best.

    In addition to your comment, I saw 3 other people make almost identical observations.



    Edited by _Zathras_ on February 24, 2022 1:15PM
  • peacenote
    peacenote
    ✭✭✭✭✭
    ✭✭✭
    I guess the things that I don't really understand from the perspective on getting performance gain, are things like...

    "Number of achievements" were mentioned, and adding more, so from a lines in the database existence they are all still there. Character and date would be more of an attribute, no? So how would this even help with the size as the achievement still needs to exist to be able to get on the account? Every character and the UI and everything all still HAVE the line there.

    Same thing with logging it or having it pop up. The game must have to check if the achievement is blank or not when the action is done in game... right? Anything that still IS an achievement will need that checkpoint, which means it will be read the same amount of times as now.

    Plus, the data still needs to be logged somewhere if the Zone Guide is supposed to be the solution for tracking progress, so... where is that data living?

    Seems to me like maybe it would have been better to completely remove certain types of achievements to address the issue. For example, one of the #1 achievements mentioned as "grindy" are the trophy ones. Remove those and give anyone who got them some crowns or something. Achievements that acknowledge stepping into a DLC. I like the "kill x number of x" in dungeon achievements, but maybe let's get rid of all of those, if it is an issue with having to watch for each kill. If we're deleting data, anyway...

    Completely serious, btw. Wouldn't deleting some achievements altogether, and phasing those type of achievements out forevermore, be much more helpful in terms of increasing/maintaining performance and allowing more to be added?
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • remosito
    remosito
    ✭✭✭✭✭
    peacenote wrote: »
    I guess the things that I don't really understand from the perspective on getting performance gain, are things like...

    "Number of achievements" were mentioned, and adding more, so from a lines in the database existence they are all still there. Character and date would be more of an attribute, no? So how would this even help with the size as the achievement still needs to exist to be able to get on the account? Every character and the UI and everything all still HAVE the line there.

    Same thing with logging it or having it pop up. The game must have to check if the achievement is blank or not when the action is done in game... right? Anything that still IS an achievement will need that checkpoint, which means it will be read the same amount of times as now.

    Plus, the data still needs to be logged somewhere if the Zone Guide is supposed to be the solution for tracking progress, so... where is that data living?

    Seems to me like maybe it would have been better to completely remove certain types of achievements to address the issue. For example, one of the #1 achievements mentioned as "grindy" are the trophy ones. Remove those and give anyone who got them some crowns or something. Achievements that acknowledge stepping into a DLC. I like the "kill x number of x" in dungeon achievements, but maybe let's get rid of all of those, if it is an issue with having to watch for each kill. If we're deleting data, anyway...

    Completely serious, btw. Wouldn't deleting some achievements altogether, and phasing those type of achievements out forevermore, be much more helpful in terms of increasing/maintaining performance and allowing more to be added?

    in my case with 10 chars reduction is 90%.

    ta achieve same reduction by removing existing achievements. 9 out of 10 achievements would have to be deleted..
    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • remosito
    remosito
    ✭✭✭✭✭
    Saieden wrote: »
    remosito wrote: »
    spartaxoxo wrote: »
    First. This is not a thread to discuss AWA. Please do not discuss it at all here. There are multiple threads that already exist for that. This is also not a thread to discuss whether or not these changes are worth it. That all belongs in the existing AWA threads.

    This is a question mostly for the dev team, though anyone is obviously free to discuss perfomance alone in this thread. What exactly are the performance issues this change intends to solve? What will this allow you to do in the future? Does this have to do with console support? What do you mean it allows the game to be performant in the future as the most important aspect?

    I guarantee the performance difference is negligible. It's just not how databases work.

    it actually can be how a database works.

    read access is sped up considerably if data is kept in memory. the bigger the database the less of it fits in memory (for same server/amountofram)..

    same for indexes and memory..

    if we just look at achieves db. in my case reduction of data is 90%. 10 uptodate u33 chars..

    10chars->1account..

    It would only do that if they loaded every character's data into memory when you log in every time with any character, which is crazy.

    that wont help with indexes. you really want those in memory. a db 5x in size will have much bigger indexes..

    as for client side... you dont really want client side caching for gating stuff.. mmos use server authoritative for a reason....

    client side data just really aint safe from shenangians...
    Edited by remosito on February 24, 2022 1:59PM
    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • ajkb78
    ajkb78
    ✭✭✭✭✭
    It shouldn't make any significant difference except for a small amount of storage (say 15 million accounts, average 5 toons, O(1000) achievements so around 75GB even if they really inefficiently use 1 byte per achievement). As far as data throughput goes it's the same. There's only ever 1 toon loaded in per account at a time so it makes no difference whether you're updating 1 account-wide achievement data blob or 1 character-wide achievement data blob. If there's a performance aspect to this, it probably means some aspect of data storage is being done fundamentally wrong. It would be better to separate the 2 issues, roll data architecture fixes into the general "year of fundamental fixes" plan and hold off on AWA until a future update later in the year when a better approach can have been defined, preferably with more consultation about what the player base actually want from AWA (I guarantee its not loading a new toon to find all your maps marked as complete with no way of telling what delves etc. that specific toon needs to complete just as one example).
  • remosito
    remosito
    ✭✭✭✭✭
    ajkb78 wrote: »
    It shouldn't make any significant difference except for a small amount of storage (say 15 million accounts, average 5 toons, O(1000) achievements so around 75GB even if they really inefficiently use 1 byte per achievement). As far as data throughput goes it's the same. There's only ever 1 toon loaded in per account at a time so it makes no difference whether you're updating 1 account-wide achievement data blob or 1 character-wide achievement data blob. If there's a performance aspect to this, it probably means some aspect of data storage is being done fundamentally wrong. It would be better to separate the 2 issues, roll data architecture fixes into the general "year of fundamental fixes" plan and hold off on AWA until a future update later in the year when a better approach can have been defined, preferably with more consultation about what the player base actually want from AWA (I guarantee its not loading a new toon to find all your maps marked as complete with no way of telling what delves etc. that specific toon needs to complete just as one example).

    achievements have timestamps... much more than 1 byte. plus counters obviously are more than one byte too. as are multipart progress ones. at least the way they currently encode them.. from memory when I did some custom adaptatios to kyomas global achievements.. plus charname resp. charid, achievenr., accountid depending on how they built their db tables..
    Edited by remosito on February 24, 2022 2:35PM
    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • nightstrike
    nightstrike
    ✭✭✭✭✭
    remosito wrote: »
    spartaxoxo wrote: »
    First. This is not a thread to discuss AWA. Please do not discuss it at all here. There are multiple threads that already exist for that. This is also not a thread to discuss whether or not these changes are worth it. That all belongs in the existing AWA threads.

    This is a question mostly for the dev team, though anyone is obviously free to discuss perfomance alone in this thread. What exactly are the performance issues this change intends to solve? What will this allow you to do in the future? Does this have to do with console support? What do you mean it allows the game to be performant in the future as the most important aspect?

    I guarantee the performance difference is negligible. It's just not how databases work.

    it actually can be how a database works.

    read access is sped up considerably if data is kept in memory. the bigger the database the less of it fits in memory (for same server/amountofram)..

    same for indexes and memory..

    if we just look at achieves db. in my case reduction of data is 90%. 10 uptodate u33 chars..

    10chars->1account..

    That's what tiered caching is for.
    Warning: This signature is tiny!
  • McTaterskins
    McTaterskins
    ✭✭✭✭
    Saieden wrote: »
    (thousands, not millions) of accounts

    Just wanted to quote the truth.
  • remosito
    remosito
    ✭✭✭✭✭
    remosito wrote: »
    spartaxoxo wrote: »
    First. This is not a thread to discuss AWA. Please do not discuss it at all here. There are multiple threads that already exist for that. This is also not a thread to discuss whether or not these changes are worth it. That all belongs in the existing AWA threads.

    This is a question mostly for the dev team, though anyone is obviously free to discuss perfomance alone in this thread. What exactly are the performance issues this change intends to solve? What will this allow you to do in the future? Does this have to do with console support? What do you mean it allows the game to be performant in the future as the most important aspect?

    I guarantee the performance difference is negligible. It's just not how databases work.

    it actually can be how a database works.

    read access is sped up considerably if data is kept in memory. the bigger the database the less of it fits in memory (for same server/amountofram)..

    same for indexes and memory..

    if we just look at achieves db. in my case reduction of data is 90%. 10 uptodate u33 chars..

    10chars->1account..

    That's what tiered caching is for.

    tiered caching works on indexes?

    we are lucky and our hot data and indexes stil fits into RAM easily enough that we can just throw more RAM at the servers. So haven't had to jump off the tiered caching bridge..
    Edited by remosito on February 24, 2022 5:02PM
    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • SirBedevere
    SirBedevere
    ✭✭✭
    I don't know anything about all this database design and caching stuff, but I ran into this in the feedback thread and thought it was probably relevant.

    From Mr. Firor's post Update-26 launch update:
    Now that the dust is settling from the launch of Update 26, I'd like to take a moment give everyone an update on what's been happening in the last week. Obviously it was one of the more bumpy releases we've had, and it's important that you all know the issues we found, what we did to fix them, and in general how things are going.

    [snip]

    The second problem we encountered was much more serious. Update 26 includes many new achievements, especially with a new Chapter and the new Antiquities system. This then combined with an issue where character records saved far more often than intended. These two factors together meant that save times grew over time, backing up all character loads and saves, which led to infinite load screens, timeouts while zoning from one place to another, etc. It took us a while to find the root cause and fix this one, but by Wednesday afternoon (after another maintenance that morning), it was fixed.

    Now, at first, I assumed that the performance improvements sited as part of Update 33 were part of the PvP rewrite of foundational server code, but what if they aren't? If achievements still have the power to cause stability problems, and if a rewrite could have solved these problems by adding caching or whatever, then it makes sense to assume that they aren't rewriting achievements code, but rather just trying to reduce strain on a system that has already proven to have problems with achievements before.

    I probably wouldn't have tried to sell that as "performance", personally. Sounds more like "stability" to me. Kind of like "the rewrite still hasn't happened, and we need to cut something in the meantime if we don't want our servers to melt when the next chapter is released."
  • wenchmore420b14_ESO
    wenchmore420b14_ESO
    ✭✭✭✭✭
    ✭✭✭
    There were some responses in one of the other threads from people who actually work in Programing and Data Coding in RL who broke down the technical aspects of what ZoS was claiming on performance increase , but going back to find and quote them, I found they seem to have been removed. :(

    I invite anyone who does coding and programing as a living to post your opinions about this. Thank You!
    Just my 2 drakes.
    Drakon Koryn~Oryndill, Rogue~Mage,- CP ~Doesn't matter any more
    NA / PC Beta Member since Nov 2013
    GM~Conclave-of-Shadows, EP Social Guild, ~Proud member of: The Wandering Merchants, Phoenix Rising, Imperial Trade Union & Celestials of Nirn
    Sister Guilds with: Coroner's Report, Children of Skyrim, Sunshine Daydream, Tamriel Fisheries, Knights Arcanum and more
    "Not All Who Wander are Lost"
    #MOREHOUSINGSLOTS
    “When the people that can make the company more successful are sales and marketing people, they end up running the companies. The product people get driven out of the decision making forums, and the companies forget what it means to make great products.”

    _Steve Jobs (The Lost Interview)
  • SirBedevere
    SirBedevere
    ✭✭✭
    There were some responses in one of the other threads from people who actually work in Programing and Data Coding in RL who broke down the technical aspects of what ZoS was claiming on performance increase , but going back to find and quote them, I found they seem to have been removed. :(

    I invite anyone who does coding and programing as a living to post your opinions about this. Thank You!
    Just my 2 drakes.
    Wouldn't that just invite them to be removed again? :smile:

    The truth is, the only people who really have all the information are ZOS, and they say "performance". Whether that's true or not, I'm sure the technical details would bore 99.99% of players, and just annoy the other 0.01% who think they could do it better.

    Without some substantial improvement to the player experience, nobody cares.

    They could just as easily do the Star Trek script thing and <insert tech speak here>, and it wouldn't be any less satisfying to hear.
  • Zephiran23
    Zephiran23
    ✭✭✭✭
    I'm confused how this actually helps performance. As an example:

    Character A has completed 90% of Daedra Slayer, characters B-D have 2-3% each so there's only a small, <1% to go. Player creates a new character to play through Deadlands. Lots of deadra in Deadlands, even more if you can't ride away from them or ignore them with Shadow Rider. In order to complete the total number of kills/account for the achievement, the server now needs to keep a running total of kills on A-D as well as the new character E.

    The server also needs to keep checking for other Slayer achievements as well, for all the Waking Flame acolytes etc and whether those count for daily or weekly Endeavors - which would seem to be a separate check added relatively recently.
  • KMarble
    KMarble
    ✭✭✭✭✭
    Zephiran23 wrote: »
    I'm confused how this actually helps performance. As an example:

    Character A has completed 90% of Daedra Slayer, characters B-D have 2-3% each so there's only a small, <1% to go. Player creates a new character to play through Deadlands. Lots of deadra in Deadlands, even more if you can't ride away from them or ignore them with Shadow Rider. In order to complete the total number of kills/account for the achievement, the server now needs to keep a running total of kills on A-D as well as the new character E.

    The server also needs to keep checking for other Slayer achievements as well, for all the Waking Flame acolytes etc and whether those count for daily or weekly Endeavors - which would seem to be a separate check added relatively recently.

    I doubt it will help performance, but just to try and make this clearer:
    Today, if you look at your achievements you'll see the numbers you said. After the update you'll only see 93% completed. The game won't be storing those hits separately.
  • nightstrike
    nightstrike
    ✭✭✭✭✭
    remosito wrote: »
    That's what tiered caching is for.
    tiered caching works on indexes?
    Yes. Indexes are just b trees stored as part of the DB, which is stored on disk. You cache a portion of that just as you cache a portion of anything else. For a system as large as ESO, the DB should be stored on some kind of layered ZFS backend with SSD R/W cache up front and some low latency access from the scaled server to the SAN (FC, IB, whatever). The "server" itself would be a cluster of servers, a few that are hosting the DB, and others that are running the individual players instances. At least in this (purely theoretical) design, the in-memory portion of the DB is pretty abstract.

    In any event, the performance gain there, if any, would be in reducing or optimizing the write-backs to the DB server from the instance server. You don't really gain that from AWA, unless they are banking that AWA means fewer active achievements to be tracking on average, since a higher percentage of players will have any given achievement filled.

    But I mean, come on... how much write-back data is there really for an achievement compared to the monstrous amount of other data they write? Flush the cache less frequently or something.

    The point about "DB performance" that I have been trying to convey is that this is a drop in the bucket for any sane system. If the system isn't sane, then fix that root cause instead of just deleting a tiny piece of the symptom. If it is sane, then this a fake reason for AWA.
    remosito wrote: »
    we are lucky and our hot data and indexes stil fits into RAM easily enough that we can just throw more RAM at the servers. So haven't had to jump off the tiered caching bridge..

    I would expect that ESO is a larger kind of system than that.
    Warning: This signature is tiny!
  • nightstrike
    nightstrike
    ✭✭✭✭✭
    They could just as easily do the Star Trek script thing and <insert tech speak here>, and it wouldn't be any less satisfying to hear.

    The technical term is actually "technobabble" :)

    I'll go hide in a corner now :P :P
    Warning: This signature is tiny!
Sign In or Register to comment.