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The Truest Solution to ESO Server Performance

  • CheeseTuber
    CheeseTuber
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    Mojey87 wrote: »
    i dont understand some comments on this thread, against anti-cheat!!
    well if you dont cheat then what are you afraid of? what the impact that anti-cheat will do to your game except it will make it safe from any who like to take advantage over other players.

    That shows you have no idea about cybersecurity, and why giving root-level access to any program is a bad idea. Just look at Crowdstrike. One wrong patch screwed over half the world.

    Most people aren't against Anti-Cheat. I would be happy if they implemented some form of anti-cheat, but most of what you have in the market are anti-cheats that run Kernel drivers. Personally, I don't want any program to have kernel-level access. That is just a bad idea. That is like recruiting a private company security to protect your house, but instead of them patrolling the perimeter or boundary, they have full access to your house, even your bedroom and have full right to lock you out of your bedroom, all because you are afraid of someone accessing your bedroom safe.
  • Eskibidus
    Eskibidus
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    Anticheat 🤣, if you want to kill the game, that's the way.
    🤡
  • Markytous
    Markytous
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    Mojey87 wrote: »
    i dont understand some comments on this thread, against anti-cheat!!
    well if you dont cheat then what are you afraid of? what the impact that anti-cheat will do to your game except it will make it safe from any who like to take advantage over other players.
    You know thats a good point. Valorant and games like it have some pretty deep anti-cheat. If people like a game enough, they will overlook the issues that come from an anti-cheat to play it. Riot hasn't had any issues with theirs and there hasn't been any lawsuits regarding data breaches due to Riot Vanguard yet.
  • Mojey87
    Mojey87
    Mojey87 wrote: »
    i dont understand some comments on this thread, against anti-cheat!!
    well if you dont cheat then what are you afraid of? what the impact that anti-cheat will do to your game except it will make it safe from any who like to take advantage over other players.

    That shows you have no idea about cybersecurity, and why giving root-level access to any program is a bad idea. Just look at Crowdstrike. One wrong patch screwed over half the world.

    Most people aren't against Anti-Cheat. I would be happy if they implemented some form of anti-cheat, but most of what you have in the market are anti-cheats that run Kernel drivers. Personally, I don't want any program to have kernel-level access. That is just a bad idea. That is like recruiting a private company security to protect your house, but instead of them patrolling the perimeter or boundary, they have full access to your house, even your bedroom and have full right to lock you out of your bedroom, all because you are afraid of someone accessing your bedroom safe.

    well we are in a time that many rather cheat than improve their skills, you wouldnt like to play a game and see someone ruin the play for you and for others, anti-cheat "only" if implemented correctly it doesnt have to be what you said, it can be from server side or client.

    and btw steam client is integrated with anti-cheat ;-)
  • Elowen_Starveil
    Elowen_Starveil
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    The only thing I still use my Windows partition for is gaming, and the only 2 games I still play on it are Civ V and ESO. Moving to a console for Battlefield 1 was eye opening: no cheaters. <Insert chorus of heavenly voices.> The PC version eventually became an absolute joke, with every server infested with cheaters using god-mode hacks. I will never play a competitive game on PC again, regardless of all the FPS and resolution and mod arguments.

    It took awhile for me to understand that someone who "360 no-scoped" me was legit, but I followed a YouTuber who played on my platform, and learned that you could, in fact, be *that* good and not cheat. I eventually turned my sensitivity settings all the way up and got competitive. The relief of knowing that, if I got bested, it was due to skill and not hacking was immense.

    While I'd love to see ESO move calculations back to the client side for performance, there is no anti-cheat technology on PC that doesn't eventually get broken, and then the problem is worse than server-side calculations. The hacks will have an even bigger effect on the outcomes in the game than current issues, and you'll get a whole sub-forum for reporting cheaters and constant arguing about who is and who isn't. Arguments over macros are already bad enough. Arguments over actual hacks would take over the game, and every time you got killed, and didn't understand what happened, you'd suspect cheating, and it would make you even madder. I'm doubt even OP would want this inevitable outcome.
  • Markytous
    Markytous
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    dk_dunkirk wrote: »
    The only thing I still use my Windows partition for is gaming, and the only 2 games I still play on it are Civ V and ESO. Moving to a console for Battlefield 1 was eye opening: no cheaters. <Insert chorus of heavenly voices.> The PC version eventually became an absolute joke, with every server infested with cheaters using god-mode hacks. I will never play a competitive game on PC again, regardless of all the FPS and resolution and mod arguments.

    It took awhile for me to understand that someone who "360 no-scoped" me was legit, but I followed a YouTuber who played on my platform, and learned that you could, in fact, be *that* good and not cheat. I eventually turned my sensitivity settings all the way up and got competitive. The relief of knowing that, if I got bested, it was due to skill and not hacking was immense.

    While I'd love to see ESO move calculations back to the client side for performance, there is no anti-cheat technology on PC that doesn't eventually get broken, and then the problem is worse than server-side calculations. The hacks will have an even bigger effect on the outcomes in the game than current issues, and you'll get a whole sub-forum for reporting cheaters and constant arguing about who is and who isn't. Arguments over macros are already bad enough. Arguments over actual hacks would take over the game, and every time you got killed, and didn't understand what happened, you'd suspect cheating, and it would make you even madder. I'm doubt even OP would want this inevitable outcome.
    Absolutely not. At this point performant Elder Scrolls Online servers doesn't seem possible.
  • Tandor
    Tandor
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    Markytous wrote: »
    Markytous wrote: »
    Many years ago, before the fear of data breach or hackers ruining the gameplay, the game's packet calculations (your healing, damage, character spreadsheet, etc.) were handled by your Elder Scrolls Online client! The game started development in 2007, being Zenimax Online Studios' first project, our beloved ESO! Some time between 2018-2019 (I can no longer recall specifics), our server calculations were reconfigured from Client checks to Server checks to increase security of the game. While this prevented a sizable amount of player tampering with code and calculations, it came to the detriment to the server performance. You see, the game was designed to be played with Client-sided packet calculations in mind over a decade before the change. We've never managed to restore performance back to what it was in 2017 and before. It has nothing to do with your sets, skills, procs or what have you! It is simply that the calculations per player in instances has become much more complex, increasing the load that the server has to handle at any given moment.

    Cyrodiil can be enjoyed once again in the way we did long ago! The only solution I can propose is that we work together to make Client-Side Server Calculations a reality again. This is no easy task because of the security issues that may come with it. I am willing to put up with ANY and ALL Anti-Cheat Softwares to enjoy my beloved ESO and Cyrodiil again as I did in those years; wide eyed with wonder exploring the beautiful and treacherous landscapes of Cyrodiil. My aim for this is not to be controversial. I love ESO and I want to see it return to its former glory!

    Now, Vengeance? Thats super fun. I don't propose scrapping that at all. But imagine if our Alliance-Locked CP Cyrodiil Server and Vengeance Server could run side-by-side without a hitch! No lag, no performance issues, just straight up fun! We know what works, guys. We played it! Client-Sided Server Calculations can do it. There is no shame in returning to it if we can do so in a safe and secure way. I hope this message reaches all of you well. If nothing results from it, at least I can say that I also did my very best in contributing towards progress in one of my absolute favorite games of all time.

    We don't have to imagine anything. We had great or near great performance from 2015-2019. If ZOS could deliver good performance ten years ago, they can do it today.

    Why they aren't is the question to put to ZOS. We know they can do it because we've seen them do it. (yes, they delivered decent to good performance with server side calculations) Cyrodiil performance used to IMPROVE during MYM events.

    These performance issues are all ZOS and nobody else can fix them except ZOS. People just need to stop running cover for bad business practices. And to be clear, vengeance mode is an example of bad business practice. Instead of fixing their game ZOS is changing the game we have into something totally different.
    I am highly satisfied to agree with you on this. While Vengeance is fun to me, if we restored the servers back to Client-Side Calculations we wouldn't need Vengeance at a "test" and it could simply just be a funny game mode on the side. Of course, without performance issues, Vengeance would never exist. I would obviously choose the classic Cyrodiil as they were before the server code changes over the current timeline with endless "Year of Performance" years haha. In that regard, I can see Vengeance as an advertisement of sorts; "We're doing something, guys!". I agree with them that they are doing something to make Server-Sided Calculations work with Vengeance, but the Client Sided ways of the past are the truest solution. No need to rebuild the game's calculations, skills, and etc,.

    Conclusion: Client-Sided Server Calculations will save this game. It is now a question of if Zenimax wants to save it or not.

    It's more a case of whether they think that allowing rampant cheating once again is a price worth paying to save PvP, as that is what needs saving and not the game as a whole. Covering that by putting in a lot more anti-cheat protections will simply add to the performance issues people complain about already, and probably in relation to a lot more than just the PvP content.
    Edited by Tandor on August 4, 2025 7:50PM
  • Markytous
    Markytous
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    Tandor wrote: »
    Markytous wrote: »
    Markytous wrote: »
    Many years ago, before the fear of data breach or hackers ruining the gameplay, the game's packet calculations (your healing, damage, character spreadsheet, etc.) were handled by your Elder Scrolls Online client! The game started development in 2007, being Zenimax Online Studios' first project, our beloved ESO! Some time between 2018-2019 (I can no longer recall specifics), our server calculations were reconfigured from Client checks to Server checks to increase security of the game. While this prevented a sizable amount of player tampering with code and calculations, it came to the detriment to the server performance. You see, the game was designed to be played with Client-sided packet calculations in mind over a decade before the change. We've never managed to restore performance back to what it was in 2017 and before. It has nothing to do with your sets, skills, procs or what have you! It is simply that the calculations per player in instances has become much more complex, increasing the load that the server has to handle at any given moment.

    Cyrodiil can be enjoyed once again in the way we did long ago! The only solution I can propose is that we work together to make Client-Side Server Calculations a reality again. This is no easy task because of the security issues that may come with it. I am willing to put up with ANY and ALL Anti-Cheat Softwares to enjoy my beloved ESO and Cyrodiil again as I did in those years; wide eyed with wonder exploring the beautiful and treacherous landscapes of Cyrodiil. My aim for this is not to be controversial. I love ESO and I want to see it return to its former glory!

    Now, Vengeance? Thats super fun. I don't propose scrapping that at all. But imagine if our Alliance-Locked CP Cyrodiil Server and Vengeance Server could run side-by-side without a hitch! No lag, no performance issues, just straight up fun! We know what works, guys. We played it! Client-Sided Server Calculations can do it. There is no shame in returning to it if we can do so in a safe and secure way. I hope this message reaches all of you well. If nothing results from it, at least I can say that I also did my very best in contributing towards progress in one of my absolute favorite games of all time.

    We don't have to imagine anything. We had great or near great performance from 2015-2019. If ZOS could deliver good performance ten years ago, they can do it today.

    Why they aren't is the question to put to ZOS. We know they can do it because we've seen them do it. (yes, they delivered decent to good performance with server side calculations) Cyrodiil performance used to IMPROVE during MYM events.

    These performance issues are all ZOS and nobody else can fix them except ZOS. People just need to stop running cover for bad business practices. And to be clear, vengeance mode is an example of bad business practice. Instead of fixing their game ZOS is changing the game we have into something totally different.
    I am highly satisfied to agree with you on this. While Vengeance is fun to me, if we restored the servers back to Client-Side Calculations we wouldn't need Vengeance at a "test" and it could simply just be a funny game mode on the side. Of course, without performance issues, Vengeance would never exist. I would obviously choose the classic Cyrodiil as they were before the server code changes over the current timeline with endless "Year of Performance" years haha. In that regard, I can see Vengeance as an advertisement of sorts; "We're doing something, guys!". I agree with them that they are doing something to make Server-Sided Calculations work with Vengeance, but the Client Sided ways of the past are the truest solution. No need to rebuild the game's calculations, skills, and etc,.

    Conclusion: Client-Sided Server Calculations will save this game. It is now a question of if Zenimax wants to save it or not.

    It's more a case of whether they think that allowing rampant cheating once again is a price worth paying to save PvP, as that is what needs saving and not the game as a whole. Covering that by putting in a lot more anti-cheat protections will simply add to the performance issues people complain about already, and probably in relation to a lot more than just the PvP content.
    Cheats are still happening today.
  • Desiato
    Desiato
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    Of course players still cheat because they didn't really change anything! The kind of changes players imagine happened simply aren't possible without them being extremely obvious to every kind of player.

    Furthermore, changes of that scope would have required rigorous testing. And had they pulled them off so seamlessly, they would have no reason not celebrate them.

    The ESO server trusts the client about the same things it always has. This has been shown when certain cheats re-emerge, even without actual memory hacking. Like set-based glitching. The client tells the server certain things about the character and the server flat-out believes it. It shows those things aren't being tracked server side. Not only were these not moved server-side, it shows the server or client don't even perform the basic low cost sanity checks they should.

    The ESO forums... where players will decry anti-cheat and anti-ddos mitigations. Those are both good things. We should wish it had better anticheat.

    Edited by Desiato on August 4, 2025 9:23PM
    spending a year dead for tax reasons
  • Markytous
    Markytous
    ✭✭✭✭
    Desiato wrote: »
    Of course players still cheat because they didn't really change anything! The kind of changes players imagine happened simply aren't possible without them being extremely obvious to every kind of player.

    The ESO server trusts the client about the same things it always has. This has been shown when certain cheats re-emerge, even without actual memory hacking. Like set-based glitching. The client tells the server certain things about the character and the server flat-out believes it. It shows those things aren't being tracked server side. Not only were these not moved server-side, it shows the server or client doesn't even perform the basic low cost sanity checks it should.

    The ESO forums... where players will decry anti-cheat and anti-ddos mitigations. Those are both good things. We should wish it had better anticheat.
    I'm willing to admit that I've been convinced that ZOS has made changes to secure the game despite having not done such measures. If that is necessary to facilitate awareness towards change that results in a better game overall, I'm willing to admit that I was wrong to believe server-client communication has ever been changed.
    Edited by Markytous on August 4, 2025 9:23PM
  • Alinhbo_Tyaka
    Alinhbo_Tyaka
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    I think Stadia support was more the driver of moving client functions to the server than anti-cheat needs. The performance problems started cropping up as Stadia functions started finding their way into the game and it has been downhill ever since.
  • Elowen_Starveil
    Elowen_Starveil
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    Desiato wrote: »
    Of course players still cheat because they didn't really change anything! The kind of changes players imagine happened simply aren't possible without them being extremely obvious to every kind of player.

    Furthermore, changes of that scope would have required rigorous testing. And had they pulled them off so seamlessly, they would have no reason not celebrate them.

    The ESO server trusts the client about the same things it always has. This has been shown when certain cheats re-emerge, even without actual memory hacking. Like set-based glitching. The client tells the server certain things about the character and the server flat-out believes it. It shows those things aren't being tracked server side. Not only were these not moved server-side, it shows the server or client don't even perform the basic low cost sanity checks they should.

    The ESO forums... where players will decry anti-cheat and anti-ddos mitigations. Those are both good things. We should wish it had better anticheat.

    If it worked, I’d be down, but do you know of any game using anti-cheat that hasn’t been cracked? Or is it just an arms race that will tie up developer resources in the fight, and leave everyone doubtful that they didn’t just killed by a hack?
  • Markytous
    Markytous
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    I think Stadia support was more the driver of moving client functions to the server than anti-cheat needs. The performance problems started cropping up as Stadia functions started finding their way into the game and it has been downhill ever since.
    I felt this as a pit in my gut when Stadia shut down. I felt like "We destroyed our game's server performance for a short-term fad that no longer exists".
  • BXR_Lonestar
    BXR_Lonestar
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    Markytous wrote: »
    Many years ago, before the fear of data breach or hackers ruining the gameplay, the game's packet calculations (your healing, damage, character spreadsheet, etc.) were handled by your Elder Scrolls Online client! The game started development in 2007, being Zenimax Online Studios' first project, our beloved ESO! Some time between 2018-2019 (I can no longer recall specifics), our server calculations were reconfigured from Client checks to Server checks to increase security of the game. While this prevented a sizable amount of player tampering with code and calculations, it came to the detriment to the server performance. You see, the game was designed to be played with Client-sided packet calculations in mind over a decade before the change. We've never managed to restore performance back to what it was in 2017 and before. It has nothing to do with your sets, skills, procs or what have you! It is simply that the calculations per player in instances has become much more complex, increasing the load that the server has to handle at any given moment.

    Cyrodiil can be enjoyed once again in the way we did long ago! The only solution I can propose is that we work together to make Client-Side Server Calculations a reality again. This is no easy task because of the security issues that may come with it. I am willing to put up with ANY and ALL Anti-Cheat Softwares to enjoy my beloved ESO and Cyrodiil again as I did in those years; wide eyed with wonder exploring the beautiful and treacherous landscapes of Cyrodiil. My aim for this is not to be controversial. I love ESO and I want to see it return to its former glory!

    Now, Vengeance? Thats super fun. I don't propose scrapping that at all. But imagine if our Alliance-Locked CP Cyrodiil Server and Vengeance Server could run side-by-side without a hitch! No lag, no performance issues, just straight up fun! We know what works, guys. We played it! Client-Sided Server Calculations can do it. There is no shame in returning to it if we can do so in a safe and secure way. I hope this message reaches all of you well. If nothing results from it, at least I can say that I also did my very best in contributing towards progress in one of my absolute favorite games of all time.

    We don't have to imagine anything. We had great or near great performance from 2015-2019. If ZOS could deliver good performance ten years ago, they can do it today.

    Why they aren't is the question to put to ZOS. We know they can do it because we've seen them do it. (yes, they delivered decent to good performance with server side calculations) Cyrodiil performance used to IMPROVE during MYM events.

    These performance issues are all ZOS and nobody else can fix them except ZOS. People just need to stop running cover for bad business practices. And to be clear, vengeance mode is an example of bad business practice. Instead of fixing their game ZOS is changing the game we have into something totally different.

    IMO, the problem is that the game has gotten infinitely more complex since that timeframe. They've added different skills, different sets, they've re-tuned different skills and different sets, and then you throw ontop of that subclasses, add-ons, pull sets, sets that reduce damage on multiple layers, they've retooled the champion point system, and they continue to add more and more graphically complex armor sets, aesthetics, mounts, and ways to increase your movement speed. The bottom line is that the game is FAR MORE complex now that it was 5-10 years ago, and the reality is that poor server performance is likely due to the combined effect of some or ALL of these things. This is why their approach to Vengeance is the correct one - strip the game back down to bare bones, and slowly add things back in until you start to notice a downward slide in performance, and then start fixing those things that are causing the poor performance.

    IMO we could have good performance. But it'll cost us nearly everything we have right now. I personally would love it if Vengeance was a live campaign but so many people did not like that style of gameplay, so it will likely just remain a test server.
  • MincMincMinc
    MincMincMinc
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    The team barely has a grasp on balance or how sets interact with each other. Do we really want an anticheat to try and decide if you somehow have too much of one stat? As it stands for instance you would be banned simply for using skills like Onslaught because you can make it give you whatever pen value you want.
    You are also assuming the lag purely came from server/client side calcs that we simply do not have insight on. Sure if we want madness in the game it is a way to do it, but ideally design wise the server should handle it.

    Vengeance literally has no calcs and it is lagging/stuttering. The test removed all of the stat calcs and made it flat values for skills. This 2nd test alone proved that there are more fundamental rule issues tied to group play with the addition of resto staff heals stacking and cross healing between groups of 100+ players.
    People really hate on vengeance because they dont want to be an unpaid quality team. Not everyone wants to be an ACTUAL beta tester. (not referring to call of duty 1 week prior as "beta" testing). Its sad to see people rather the game die out as it is vs just playing a week test for data. 1 week out of the past 8 or so years of bad performance. Just to put it in perspective it is 1/416 weeks. You can go a step further and assume people may only play one or two days a week and that becomes about 1 or 2 days out of 2912 potential pvp days. Seems silly to get so upset over assuming that if giving up 1-2 days for a test will allow the game to continue another 10 years that means you can potentially bring back enjoyment for another 3650 days.
    Edited by MincMincMinc on August 5, 2025 2:44PM
    We should use the insightful and awesome buttons more
  • msgeek
    msgeek
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    As someone who was active in cyro both before and after the change from client-side to server side calculations I can confirm that specific change was when performance in cyro dropped off a cliff.

    Various incremental changes were made after which improved things slightly but each incremental change had diminishing returns, and performance never returned to the levels pre-change.

    I don't see performance ever returning to historic levels without reverting this change. However, given the amount of game that has now been built on top of assumptions of how this works, I can't see this being reverted. It would be an insane amount of work.
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