| Subject: More feedback on the lag issues... |
Author:
Darkstone News
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Date Posted: Wed, Mar 19 2003, 09:08pm
In reply to:
Darkstone News
's message, "Fertbert on post AoS Lag & Publish 18" on Wed, Mar 19 2003, 12:23pm
In reply to:
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Do you have any rough guesstimate when the Item Property bandwidth reduction publish will go in? 2 weeks? More? Less? =]
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Please see the most recent entry in FYI
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Also, would it be possible to make it so you're only sent the detailed item information when you hover over the item and not sent it all in one big lump sum each time a character on your screen moves?
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The fix mentioned in the FYI is what will cause stuff to not be sent in one big lump... it will gradually stream over to the client.
Additionally I'm actively considering these options to further improve the situation:
- no prefetch of item properties if in the single click mode
- only prefetching item name, quantity, and weight (why isn't weight in the item properties... how'd we overlook that?)
- no prefetch of items on the ground... that way banks wouldn't lag
- no prefetch when user is in motion... thus no lag when running through an area
- no prefetch at all... (perhaps too many possible exceptions... we still need props on items in trade windows, shopkeep lists, etc)
Cheers,
Fertbert
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is it possible to create an option to make all houses invisible or turn them into grey blocks or something? That way people can turn housing on/off depending on whether they actually want to see them.
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This was a option I was considering while doing the customize house optimizations... kinda on the back burner now. It probably wouldn't have a substantial benefit in terms of network related lag during normal gameplay, but if you are experiencing draw lag, it could be a big win. I will keep this in mind as an option as I work on these optimizations.
Cheers,
Fertbert
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In reply to:
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have a pristine 70's ping 0% packet loss dsl connection, and have become fairly proficient in assessing connection quality over the last almost 6 years. For the past 3 or so years everything has been great, you folks did a great job with this. I could run through the WBB/trammel crowd with no pause. Since AoS, out in the middle of nowhere, no spawn/houses/etc., even at 3am CDT when LS population is lowest, I have noticable, game-affecting lag. If 2 people/monsters are on my screen I immediately go into the 2 step-pause-2 stepp-pause dance. If a third person appears, or if there's one other person and we're both moving, I immediately freeze for 2-5 seconds, before beginning the 2 step-pause dance.
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I just dialed 56kbps 60ms 0% packet loss downstream, and 33.6kbps 80ms 0% packet loss upstream into my bandwidth/latency/packet-loss simulator and using a debug version of the client found the source of the lag. Turns out it's a two line code patch for the server, so I'm going to try to get this into the server patch we're testing right now. This should vanquish much of the "just moving around the forest with nothing else on screen" lag, and seriously cut down on bank and champion spawn lag.
I still have a big list of stuff to check out, but just wanted to let you all know that progress is being made.
Cheers,
Fertbert
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That is also my concern. All the talk about lag revolves around dial-up users. And this is not to make light of their problem because I can only imagine how horrible it must be for them. Trouble is, I have cable and lag is beyond ridiculous since AoS came out. What worries me is that the only place you guys seem able to reduce data flooding will only slightly increase dial-up performance. Does that mean there is nothing better to be done to get rid of this insane lag?
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Most of the fixes I'm making for lag will also have a very positive effect upon the lag that broadband (cable, DSL, etc) users see as well. I'm also not going to stop at just optimizing what data gets sent to the clients, but I'm keeping an eye out for causes of network lag between various server components. I have recently found and fixed one such source of additional lag.
So to recap, all this work I'm putting into fixing lag will greatly benefit all users.
Cheers,
Fertbert
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Well that explains alot. First Ferbert no 56k dialup user is getting an actual 56k connection. Most average around 40-45k downstream and 28.8 upstream. Second the minimum requirements to play this game are 28.8 not 56k.
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I have several modem profiles I use... that's my "ideal 56K" profile which is reasonable for the particular tuning I was doing today. I have other profiles I use, including as slow as 9600bps with 20% packet loss.
Cheers,
Fertbert
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