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CCP Zymurgist


Gallente
C C P
Posted - 2011.06.16 15:07:00 - [1]
 

Team Gridlock has been making a lot of improvements to Tranquility. Check out the improvements to CPU-per-user by playing with Monkers in this latest dev blog by CCP Masterplan.

J Kunjeh
Gallente
Posted - 2011.06.16 15:14:00 - [2]
 

Ooooh...more tech pron! Thanks...digging into it now.

Aquana Abyss
Posted - 2011.06.16 15:20:00 - [3]
 

TL DR: We're fighting lag and saving CPU and stuff

Nice one - a chance to reply nicely to a blog!

The techies at Eve are one of the best groups at CCP - they're still working hard earning their crust by maintaining and improving the only good, single-shard MMO around. Keep up the good work!

Vladimir Ilych
Gradient
Electus Matari
Posted - 2011.06.16 15:20:00 - [4]
 

Edited by: Vladimir Ilych on 16/06/2011 15:22:10

Thanks, it is dev blog stuff like this I enjoy and appreciate.

Grats on the CPU success.

Inanna NiKunni
Posted - 2011.06.16 15:22:00 - [5]
 

keep up the good work

Efraya
Minmatar
Posted - 2011.06.16 15:28:00 - [6]
 

ibc, love graphs and code snippets!

Mitchello
B O R G
Posted - 2011.06.16 15:28:00 - [7]
 

Interesting, but it still strikes me as one (very good) part of the full approach to the challenge. I'd love to see at least some consideration of other required parts such as the game design challenge? I presume that is something for a different team, but I just can't see the fight against lag (which is a "forever war") being engaged on without - so to speak - a multi vector attack.

Knug LiDi
N00bFleeT
Posted - 2011.06.16 15:33:00 - [8]
 

THESE are the best kind of dev blogs!

I greatly appreciate the insight into how the incredibly complex animal that you've created operates. Although this solution seems (fantastically) simple, I have no doubt that the level of effort needed to diagnose and understand both the nature of the opportunity and its ramifications was huge. I also suspect that the generalizations necessary for me to almost understand what you did also hid a tremendous amount of work done. Congrats on (what I consider) a significant win.

I wish you all the best in finding these gems and hope there are many other 5-8% gains to be had.

Olivor
Posted - 2011.06.16 16:06:00 - [9]
 

Originally by: Knug LiDi
THESE are the best kind of dev blogs!

I greatly appreciate the insight into how the incredibly complex animal that you've created operates. Although this solution seems (fantastically) simple, I have no doubt that the level of effort needed to diagnose and understand both the nature of the opportunity and its ramifications was huge. I also suspect that the generalizations necessary for me to almost understand what you did also hid a tremendous amount of work done. Congrats on (what I consider) a significant win.

I wish you all the best in finding these gems and hope there are many other 5-8% gains to be had.


But in the future it would be nice that... when they release new stuff it is, you know, checked for this sort of thing before release

Rath Kaldraz
Posted - 2011.06.16 16:06:00 - [10]
 

8% gain - CRAZY!!! Now we're cooking with gas!

Great Job!!!

Someone deserves a raise...

Laughing

Amitious Turkey
Gallente
TarNec
Posted - 2011.06.16 16:07:00 - [11]
 

Edited by: Amitious Turkey on 16/06/2011 16:07:50
What I want to know is what kinds of bugs happened when InventoryLocation shut down (when no one had aggression flags in-system) even when Ballpark was using it.

And of course, good job Gridlock team Very Happy

MuppetsSlayed
Minmatar
Posted - 2011.06.16 16:13:00 - [12]
 

Edited by: MuppetsSlayed on 16/06/2011 16:13:54
Edited by: MuppetsSlayed on 16/06/2011 16:12:51
So let me get this straight....

Since you nerfed sanctums and made rats jamming harder - server side cpu per user has dropped by 8%.

And you believe this is because you have done well unravveling your own spagetti code and not that on average your users are logging in less and/or doing less within the game as you have made it less enjoyable than it was to play?


Mashie Saldana
Minmatar
Veto Corp
Posted - 2011.06.16 16:17:00 - [13]
 

CCP Masterplan, best Masterplan? C/D

Yvan Ratamnim
Posted - 2011.06.16 16:23:00 - [14]
 

Team GridLock and Team BFF are 2 epic teams in my view!

CCP Masterplan


C C P Alliance
Posted - 2011.06.16 16:24:00 - [15]
 

Thanks for the positive feedback folks.

Originally by: Mitchello
Interesting, but it still strikes me as one (very good) part of the full approach to the challenge. I'd love to see at least some consideration of other required parts such as the game design challenge? I presume that is something for a different team, but I just can't see the fight against lag (which is a "forever war") being engaged on without - so to speak - a multi vector attack.


We do have design representation on Gridlock, and the design team as a whole have incorporated 'anti-lag' considerations into their principles. We have been reviewing existing features, identifying where we can improve performance at the design level, as well as the code level. Some of those changes are on the story backlog for the LittleThings team.

Originally by: Olivor
But in the future it would be nice that... when they release new stuff it is, you know, checked for this sort of thing before release

There have been occasions where we've found concerns with new stuff before release. Normally with a little bit of reworking, we can sort those out nice and early. That is why mass-tests are so important (Hint: There's one tonight) to catch things before they ever reach TQ.

Lordess Trader
Posted - 2011.06.16 16:26:00 - [16]
 

Originally by: MuppetsSlayed
Edited by: MuppetsSlayed on 16/06/2011 16:13:54
Edited by: MuppetsSlayed on 16/06/2011 16:12:51
So let me get this straight....

Since you nerfed sanctums and made rats jamming harder - server side cpu per user has dropped by 8%.

And you believe this is because you have done well unravveling your own spagetti code and not that on average your users are logging in less and/or doing less within the game as you have made it less enjoyable than it was to play?




WTF are you talking about, the metric is averaged per # of users, thats the CPU usage PER USER, not overall ... even if 1 person is logged in hes using that amount of CPU, the CPU ... PER PERSON has gone down.

Also dont know about you but my sanctums are just fine, perhaps time for your l33t alliances to fight for better space?

MotherMoon
Huang Yinglong
Posted - 2011.06.16 16:34:00 - [17]
 

Love these kinds of dev blogs! keep up the good work!

in before "but I thought you were working on the forums, new turrets and MT? how did you also fix lag? I'm so confused by the magic box that is game development uugghhhh"

Dierdra Vaal
Caldari
Veto.
Veto Corp
Posted - 2011.06.16 16:39:00 - [18]
 

Good devblog. We may joke 'its only 2 lines of code' but sometimes it's not even that, apparently :P

Nerodon
Gallente
Incapsulated Reality
Posted - 2011.06.16 16:41:00 - [19]
 

Edited by: Nerodon on 16/06/2011 16:44:19
Originally by: Olivor
Originally by: Knug LiDi
THESE are the best kind of dev blogs!

I greatly appreciate the insight into how the incredibly complex animal that you've created operates. Although this solution seems (fantastically) simple, I have no doubt that the level of effort needed to diagnose and understand both the nature of the opportunity and its ramifications was huge. I also suspect that the generalizations necessary for me to almost understand what you did also hid a tremendous amount of work done. Congrats on (what I consider) a significant win.

I wish you all the best in finding these gems and hope there are many other 5-8% gains to be had.


But in the future it would be nice that... when they release new stuff it is, you know, checked for this sort of thing before release


By my guess, it must be extremely difficult to optimize something like the EVE base code (2003 release code). It's a lot of time and resources to go back and rework code, you need to dig away and actually figure out what can be optimized... This requires code heroes to really be able to flesh out an optimizing that WON'T affect the game in any other way than to make it faster.

From my (relatively small) experience in coding, optimization is the most difficult aspect as you cannot "Just optimize". You are never going to have fully optimized code upon initial release, if you did spend time to optimize it perfectly, when would you be able to tell that it's sufficiently optimized? You can't measure from a glance if something can be optimized more. This makes it very difficult.

And it's important to add that we're talking about the "OLDE" code, the code that was probably a little rushed and that the areas the could have been done better were ignored because at the time since there was no real need to have it more optimized. But now, since the player-base is increasing faster than ever, these optimization become cheaper to implement than adding more powerful hardware and will eventually save even more money/resources in the long run.

I wouldn't be worried about future releases as whats being optimized right now is the CORE of almost everything. I don't think that (Because of Eve's lag issues) any devs would risk adding code that makes the game even slower! They'd implement a feature/idea in a way adapted to the current core code rather than make rash changes to it and risk breaking eve entirely. And of course, if they needed to make changes, they'd optimize the bizzazles out of it as it's impact can be far reaching.

Thanks CCP, I know for a fact that most other MMO companies don't put as much attention on their code than you do. They just divide and conquer (Multi-sharded).

<3

I Love Boobies
Amarr
All Hail Boobies
Posted - 2011.06.16 16:51:00 - [20]
 

Ow, my head hurts now. Guess I'm not techie enough to enjoy these kind of dev blogs. Wink

Ghoest
Posted - 2011.06.16 16:52:00 - [21]
 

Give us back our NPC standing already you noob devs.

T1nyTradingMan
Posted - 2011.06.16 16:56:00 - [22]
 

Arrgh!!! well done team gridlock, could you work on reducing ignorance and arrogance across the player base by 8%? You guys could announce a free gold bar for each player and still cop negative feedback from members of this community.

I imagine you all checking this thread and having a good laugh at anyone who can find anything negative to say about a positive improvement with nil side effects..

Keep up the good work.

Gnulpie
Minmatar
Miner Tech
Posted - 2011.06.16 17:05:00 - [23]
 

That is the epic stuff that makes CCP so awesome!!!

Woot woot

(and not some crappy marketing biz)

Seleene
Body Count Inc.
Pandemic Legion
Posted - 2011.06.16 17:07:00 - [24]
 

Translated:

[nerdtalk] We are fixing lag. Look at these graphs. **** is getting real. TTYL. [/nerdtalk]

Ephemeral Waves
Silver Snake Enterprise
Posted - 2011.06.16 17:18:00 - [25]
 


When are you going to fix all the bugs from 1.6? Crashing multi-clients frex.


Korerin Mayul
Amarr
Posted - 2011.06.16 17:22:00 - [26]
 

team gridlock are my second favorite team. second only to the one with that dude who posts all the storage networking ****.

seriously though, epic blog, im sure your all chuffed with the effort to win ratio in those fixes.

Razin
The xDEATHx Squadron
Legion of xXDEATHXx
Posted - 2011.06.16 17:32:00 - [27]
 

Originally by: Aquana Abyss
TL DR: We're fighting lag and saving CPU and stuff

Nice one - a chance to reply nicely to a blog!

The techies at Eve are one of the best groups at CCP - they're still working hard earning their crust by maintaining and improving the only good, single-shard MMO around. Keep up the good work!


I would like to second this. Thank you for all the good work you do!

Trebor Daehdoow
Gallente
Sane Industries Inc.
Posted - 2011.06.16 17:37:00 - [28]
 

IBC, Nice job, and why haven't you fixed lag? Cool

J Kunjeh
Gallente
Posted - 2011.06.16 18:00:00 - [29]
 

Finally finished it...goooood stuff. It was written in an accessible way too. Congrats on the good work Gridlock!

CCP Masterplan


C C P Alliance
Posted - 2011.06.16 18:01:00 - [30]
 

Originally by: Amitious Turkey
Edited by: Amitious Turkey on 16/06/2011 16:07:50
What I want to know is what kinds of bugs happened when InventoryLocation shut down (when no one had aggression flags in-system) even when Ballpark was using it.

And of course, good job Gridlock team Very Happy

Mostly it was NPCs and sentry guns that would get into invalid states, meaning they would appear to go docile while there were plenty of valid targets around.

Originally by: Trebor Daehdoow
IBC, Nice job, and why haven't you fixed lag? Cool

Why am I fixing lag when I could be fixing lag? ;)


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