of course, this is only 1 of about a million possibilities.
of course, this is only 1 of about a million possibilities.
Some of my worst lag comes when I have the lowest latency ~50ms... then other times its smooth at 70 ms.... even smooth at 150 ms.....
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Just incase you dont know, Turbine, but it would prolly be a good idea to stop all work on MOD9 and fix The Lag.
If you drop MOD9 and ****'s still acting this way it will be one of the worst move's you've ever made....and y'all have made some pretty bad move's.
Some of the shroud lag is contribute to combat log, mostly with alot of dual attacking rangers in the group of 12. Could there be way for combat be handled more separately from other data loads?
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I will make a diagram and post it. The latency issues I am concerned with are at the Turbine end. Real latency will not record on your NIC. ISP lag will.
A short swift example below and then I must head home. I will explain better tonight.
Lets assume all the players have just replaced thier machines and all the players are using the same type computer with all the same options, same operating system and the same programs loaded in memory. Wifes have been booted off the network...Next door neighbors have been evicted if you are on a cable connection....
Lets look at network connections. each - is up to 10 milliseconds
Player1--ISP-Major Backbone1----5th Backbone----TurbineISP (Fibre to home)
Player2--ISP---Major Backbone1---5th Backbone----TurbineISP (Work T1)
Player3--ISP-----Major Backbone2----5th Backbone----TurbineISP(Cable20mbs)
Player4--ISP---------Major Backbone2----5th Backbone----TurbineISP(DSL10mbs)
Player5--ISP------------Major Backbone3----6th Backbone----TurbineISP(ISDN)
Player6--ISP---------------Major Backbone4----6th Backbone----TurbineISP(Sat)
Above is where ISP lag comes from. Player 4 hits the turbine ISP 80 milliseconds later than player 1. Player 2 up to 40 ms later than player 1. This is not a big a deal as it looks. The turbine software does take this into account. Players 5 and 6 will have some problems but can still play. Notice that once you get to a major backbone things are pretty much the same. This is real network provider lag and it show when you hover over the icon on your screen. There are two other things which need to be explained which are not shown by hovering over the icon.
I will get to that later. The () at the end is what type of connection each player has to his home or workplace if playing from there, perish the thought.
What hasnt been said that needs to be is that lag would be greatly reduced by an investment in hardware. There is a limit to what software can do, and thinking that you can just keep optimizing code forever to "erradicate" lag is absurd.
Lag will be "fixed" when Turbine gives us more hardware.
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So if you lag and have voice chat lag then it is a client problem.
If you lag and there is no voice chat lag then it may be a server lag issue.
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I think this (copied from other thread) is an indication that the problem cannot be explained by latency alone ...
Monday 10:30 Thelanis - Visions - Just stop dead, frozen, no spells, lag mixed with delayed spells, studder lag (which is the best it got).
Interesting note - during the duration of the first bad freeze (1st 4 Orthons) we noticed normal sent data but the recv data was holding above 5000 Bps for the duration.
That can't be good
I got the really bad lag for the first time yesterday, and after reading the OP, I'm inclined to think its a hardware problem.
The lag seems isolated to an instance. Once you recall out and create a new instance, the lag can completely disappear (and I would recommend doing just that anytime a significant amount of lag is encountered.) I was in a horrible instance of Rainbow in the Dark, we wiped, and when we went back in just 10 or so minutes later we completed without so much as a peep of lag as far as I could tell. Also, certain public instances on Thelanis are contaminated, and it becomes obvious running around which ones to avoid as much as possible (right now House Deneith is bad).
I don't know how instances get divided up on their hardware/processors, but I'm thinking that some of the hardware that runs Thelanis is not working efficiently.
I remember the days of duo-ing the Catacombs and running past mobs in Dryden's Tomb and ending up rerunning that quest because after about 100 spawns it lagged so badly we couldn't move, only die and recall.
"Good judgment comes from experience, and experience comes from bad judgment."
No, the farming out of instances is based on current server load on each of the servers in your world's cluster. So your "server", ie, Thelonis is served by a cluster of physical servers. Then a new instance is created, there would be a (probably simple) algoritm that looks for a low load server on the cluster and sends the instance there.
How this load balancing is done is anyone's guess. It's possible that 12 people standing in an instance waiting for buffs creates low traffic and shows low load on the server, until they start banging portals, by which time it might be too late... or that could be completely wrong and there just are not enough server cycles in the cluster to go around. Only Turbine knows how their clusters are load balanced.
But I'm telling you, the fix is double the hardware. To which business probably just says "not in the budget, sorry, do what you can in software". To which the PR people tell you, the player, that "we're working on it but it's really hard". And they probably are, but not very hard because there isnt a whole lot they can do in software at this point. They've already dumbed down the AI to the point it can hardly find you anymore... more "optimizations" are just going to be bad for gameplay more than lag is. /shurg.
Last edited by Yuhjn; 03-12-2009 at 04:25 PM.
HOWEVER, the lag that everyone seems to put everyone in synch (ie Part 1 shroud) is still there.
Hope that helps.
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