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blankseplocked [Proposal] I have fixed lag.
 
This thread is older than 90 days and has been locked due to inactivity.


 
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Author Topic

Rustfizzle
Posted - 2011.01.03 20:39:00 - [91]
 

Supported!

Decus Daga
Black Thorne Alliance
Posted - 2011.01.04 05:37:00 - [92]
 

But... what... hmm yeah!

I like it!

Yabba Addict
Posted - 2011.01.06 02:52:00 - [93]
 

Good god, this is...brilliant


Vallek Arkonnis
Posted - 2011.01.07 22:27:00 - [94]
 

When server lag falls behind real time, slow down real time to match it... So simple.

Bavarian Witch
Posted - 2011.01.11 23:12:00 - [95]
 

WinkWinkIdeaIdeaIdeaIdeaIdea

Legionos McGuiros
Caldari
Legio Prima Victrix
Imperius Legio Victrix
Posted - 2011.01.12 20:15:00 - [96]
 

oh my word...its soo crazy it might just work

Ciaa
Gallente
The Executives
Executive Outcomes
Posted - 2011.01.14 10:41:00 - [97]
 

*Blink* that might work..... Shocked



Rouge Commando
Posted - 2011.01.14 15:08:00 - [98]
 

love this

Helen XVII
Posted - 2011.01.14 19:04:00 - [99]
 

Supported

Windjammer
Gallente
Posted - 2011.01.15 04:02:00 - [100]
 

Edited by: Windjammer on 15/01/2011 04:03:34
http://img17.imageshack.us/img17/6380/wellactually.gif
Shocked

Windjammer
Gallente
Posted - 2011.01.22 21:04:00 - [101]
 

Bump. Because we like it.

Joshawu Minden
Amarr
Posted - 2011.01.22 21:08:00 - [102]
 

The Amarr approve.

L A G
Gallente
Hysteria Nexus

Posted - 2011.01.22 21:39:00 - [103]
 

Originally by: hired goon
Though most people would like Lag to completely disappear


personal attack! Crying or Very sad

Cometeer
Posted - 2011.01.23 00:01:00 - [104]
 

Woooow

Cassus Temon
Aliastra
Posted - 2011.01.23 02:17:00 - [105]
 

I'm not really sure what to think of this one; but hey, it does make a certain amount of sense. I do have a few concerns of course. I'm also not certain; as to the difficulties involved in implementation. Maybe it's simpler than anyone really thinks; or, it may be hard, to nigh impossible, to bring into play.

Here is what I think is good about it:

Instead of each server tick requiring all events to play out in real time; the server runs through multiple ticks, prior to launching all events, for the next cycle. This is similar to old strategy games, in some respects; though, it wouldn't function in the same way, with command windows.

The fraps thing is a cool idea. Slowing down events, while maintaining decent FPS; would make for the potential to get nice video's. Unfortunately, it would also induce client-side lag; while making for huge files, and a significant amount of editing.

And here's some things; I think would help:

1.) Implementation of a Client side click prevention, would have to be implemented; so once a module has been activated, it highlights green, till the next server cycle, or click. Highlighted like this, it will only send the server one additional command; which will prevent some of the requirement, for lag slowdown. The client side would then have to allow for a module deactivation; which will allow for a module shutdown cycle to begin, and would highlight red. So maximum to clicks per module/group; that could send commands to the server. You could denote this, with a second ring; which would be available in all gameplay.

Click the module, and the command is sent, and client informs you; click it again, and shutdown command is sent, and client informs you. Nothing more will occur with that module, until the next tick, or cycle; or until it has finished its full timer cycle, in either case. Once in shutdown, it will not accept any more commands, until it has shutdown; which makes things relatively simple, as far as that goes. That would eliminate the need to click on a module; until it shows some form of activation timer, sent back from the server. Lag is bad that way.

Even if you know; its hard not to try anyway.

2.) Make the slowdown scalable if possible. As ships come into system, and fighting ensues; allow the server to scale the 'Time Dilation' effect as it is needed. 10 minutes, is a long time for a tick. Each tick would occur as normal, without executing events or actions; until the server had run a full cycle of ticks. This would be the time dilation. The server would say, "x number of ticks required, to activate all events without lag; becomes one cycle, for the purpose of handling lag in this system;" and would then proceed to inform players that the system was moving into time dilation. For physics purposes, the server would slow down all physics events, to an appropriate level; and proceed to allow the last cycles events play out, while it takes commands for the next cycle. In this way, Time Dilation could occur as needed, anywhere; and would be based on the number of active pilots in a given system.

3.) As systems become overloaded with pilots, communications could be blocked. Regional markets would become inaccessible, local markets would be shut down, and chat entries would be limited to one text entry per cycle; which would be queued client side, like the module activation indicators. Fleet communications, would be limited to external Voice or text communications. This would occur as a result of system communications bottlenecks; preventing access to regional or constellation data streams, due to datanet bandwidth overloads. Gates into and out of the system; would function based on the full cycle of ticks, as it plays out in system.

It's conceivable that multiple systems could be effected by this; and the effect would spread outwards from the primary system effected. This would be to a lesser degree; and would slow down reinforcements called into system.

Mars Theran
Caldari
EVE Rogues
EVE Rogues Alliance
Posted - 2011.01.23 02:20:00 - [106]
 

^^

Windjammer
Gallente
Posted - 2011.01.31 00:44:00 - [107]
 

Bumpy road.

Aessoroz
Nohbdy.
Posted - 2011.01.31 01:51:00 - [108]
 

Edited by: Aessoroz on 31/01/2011 01:53:40
Edited by: Aessoroz on 31/01/2011 01:52:11
Edited by: Aessoroz on 31/01/2011 01:51:24
I don't see the point....say the game world runs on ticks, a tick is an update of the world/rendering/etc, fps depending on the game can translate to the tick rate. At the start of each tick, a set of actions is done in order, for example ship positions update, then weapons fired, etc. The end of each tick returns to the start of the tick. When lag occurs due to server side overload, the tick is already slowed down. Slowing down weapon modules and movement won't do much because the server still has the same set of actions to execute in a tick.

Quote:


1.) Implementation of a Client side click prevention, would have to be implemented; so once a module has been activated, it highlights green, till the next server cycle, or click. Highlighted like this, it will only send the server one additional command; which will prevent some of the requirement, for lag slowdown. The client side would then have to allow for a module deactivation; which will allow for a module shutdown cycle to begin, and would highlight red. So maximum to clicks per module/group; that could send commands to the server. You could denote this, with a second ring; which would be available in all gameplay.

Click the module, and the command is sent, and client informs you; click it again, and shutdown command is sent, and client informs you. Nothing more will occur with that module, until the next tick, or cycle; or until it has finished its full timer cycle, in either case. Once in shutdown, it will not accept any more commands, until it has shutdown; which makes things relatively simple, as far as that goes. That would eliminate the need to click on a module; until it shows some form of activation timer, sent back from the server. Lag is bad that way.

Even if you know; its hard not to try anyway.


This already happens to the point weapon modules will become broken and unresponsive/stuck in a green no cycle state until you do something drastic like jump system or relog.

Fournone
Posted - 2011.01.31 02:53:00 - [109]
 

This actually might work.

supported

Helen Minayin
Posted - 2011.02.13 14:44:00 - [110]
 

Support

Darveses
Fantastulousification Inc.
Posted - 2011.02.13 15:03:00 - [111]
 

Better than what we have now =)

Doctor Invictus
Gallente
Industry and Investments

Posted - 2011.02.13 15:12:00 - [112]
 

Looks good.

haav0c
Posted - 2011.02.13 21:27:00 - [113]
 

http://img17.imageshack.us/img17/6380/wellactually.gif

Blastfizzle
THE R0NIN
Posted - 2011.02.14 04:17:00 - [114]
 

Morning bump. Wink

Blastfizzle
THE R0NIN
Posted - 2011.02.15 04:36:00 - [115]
 

Morning bump. Wink

James Tiberius Kirk
Posted - 2011.02.15 14:33:00 - [116]
 

Edited by: James Tiberius Kirk on 15/02/2011 14:33:59
While this practically turns the game into a turn based cluster****, it is still better than the soul-crashing cluster**** we have.

This thread just got approved by Captain J.T. Kirk!

Bilbo Baggin
Gallente
The Scope

Posted - 2011.02.15 15:00:00 - [117]
 

yes

Kleatus Slick
Amarr
Ministry of War

Posted - 2011.02.15 15:43:00 - [118]
 

sounds good

Ardamalis
Caldari
Deep Core Mining Inc.

Posted - 2011.02.15 15:56:00 - [119]
 

Supported

But just one thought. There should be a limit on the time dilation. If the server ever gets to the point where its running at 20 or 30 sec gametime versus realtime, then CCP should just let the modulelag/server crash happen.

Overall its a brilliant idea.

Blastfizzle
THE R0NIN
Posted - 2011.02.16 04:03:00 - [120]
 

Morning bump. Wink


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