open All Channels
seplocked EVE Information Portal
blankseplocked New Dev Blog: Gridlock, Monikers, and CPU-per-user
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: 1 [2]

Author Topic

Dierdra Vaal
Caldari
Veto.
Veto Corp
Posted - 2011.06.16 18:19:00 - [31]
 

Originally by: CCP Masterplan
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? ;)


masterplan best plan

Vile Zurk
Posted - 2011.06.16 18:21:00 - [32]
 

"Refactoring to eliminate these links is still something we want to do, but there are other, lower-hanging fruit that can give us good bang-for-buck."

A dev blog on refactoring you did or will do would be hugely interesting, too. Thanks for this dev blog and the 8%.

CCP Masterplan


C C P Alliance
Posted - 2011.06.16 18:32:00 - [33]
 

Originally by: Vile Zurk
"Refactoring to eliminate these links is still something we want to do, but there are other, lower-hanging fruit that can give us good bang-for-buck."
A dev blog on refactoring you did or will do would be hugely interesting, too. Thanks for this dev blog and the 8%.

You're welcome. We'll try to keep you updated on other interesting things we do as they happen, but in the meantime here's some of the ones we've done already in case you missed them first time around:

Vile Zurk
Posted - 2011.06.16 18:48:00 - [34]
 

Thanks, missed the Drakes of Destiny series. Looking for more goodness from your team. ;)

In any case, keep up the good work. Must be something to tweak an ever-mutating codebase.

Shandir
Minmatar
Brutor Tribe
Posted - 2011.06.16 19:05:00 - [35]
 

So, this time it really was

"CEveGame.Lag = false"

Ranger 1
Amarr
Ranger Corp
Posted - 2011.06.16 19:37:00 - [36]
 

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?




It must be nice to have the self confidence to speak with such authority on things you so obviously have no clue about.

Good work team!!!

Miyuki Yotaka
Posted - 2011.06.16 19:42:00 - [37]
 

Nice read.. :) Team Gridlock's devblogs are the ones I find the most interesting.
I hope the topic for the next one will be "Fleetfights are now playable!"! ;)

Mitchello
B O R G
Posted - 2011.06.16 19:45:00 - [38]
 

Originally by: Ranger 1
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?




It must be nice to have the self confidence to speak with such authority on things you so obviously have no clue about.

Good work team!!!


Got to admit though, it is an interesting variable. I'm sure Gridlock is keeping track of these things, but it would be interesting to see whether or to what extent such game design changes have effect in these matters.

I'm not saying they were bad or good, that is a completely seperate discussion which I am sure will occupy capsuleers for another few thousand years =P It's just interesting, as the programmatic / mathematical side of the war on lag is a very important one, but - as mentioned before - it is but one angle of approach, of several required.

So when during these timespans there's stuff so to speak from these two angles, I find it interesting to see whether or what the relations are over time.

CCP Veritas

Posted - 2011.06.16 19:55:00 - [39]
 

Originally by: Miyuki Yotaka
Nice read.. :) Team Gridlock's devblogs are the ones I find the most interesting.
I hope the topic for the next one will be "Fleetfights are now playable!"! ;)


Run of the mill fleet fights are quite playable these days. The biggies (1000+) are still a bit lacking, but those aren't very common.

Louis deGuerre
Gallente
Malevolence.
Posted - 2011.06.16 21:05:00 - [40]
 

Edited by: Louis deGuerre on 16/06/2011 21:09:23
I am 8% more turned on than I was 10 minutes ago. Razz

Tech blog are sooo smexy ughEmbarassed

Klandi
Consortium of stella Technologies
Posted - 2011.06.16 21:07:00 - [41]
 

I appreciate the update and love the detail, thanks for an interesting read.

Would like to ask about the interaction the network traffic has increasing the effect of lag. I see how optimizing the code will provide the greatest increase in winning the war, but surely the TCP traffic is part of the battle plan and it's visibility is crucial in pointing out quick wins.

Will you be releasing details on how you are covering that area?

CCP Masterplan


C C P Alliance
Posted - 2011.06.16 21:27:00 - [42]
 

Klandi - stay tuned. Who knows what interesting blogs might come out in the near future ;)

Trebor Daehdoow
Gallente
Sane Industries Inc.
Posted - 2011.06.16 21:37:00 - [43]
 

Originally by: CCP Masterplan
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? ;)

Exactly. You've never explained this to my satisfaction. You come in and explain how you're fixing lag, and I keep thinking, "why are you explaining this to me when you could be fixing lag?"

Forest Hill
Posted - 2011.06.16 22:32:00 - [44]
 

I miss my threadnaught. Why is there no threadnaught?

Good job team!

Kadassh
Posted - 2011.06.16 23:15:00 - [45]
 

Great work guys. Its the simple stuff that can go a long way.

Want to see more of this.

Tu Ko
Predator's Inc.
Posted - 2011.06.17 02:51:00 - [46]
 

@Team Gridlock
Thank you for your continued commitment to improve the game for all Eve Players.

Har Harrison
Amarrian Retribution
Posted - 2011.06.17 02:53:00 - [47]
 

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?


Was it maths, english comprehension or both you failed at school???
You even said in YOUR post "Since you nerfed sanctums and made rats jamming harder - server side cpu per user has dropped by 8%." (bolded the important part).
You then then speak as if it was TOTAL CPU activity that was down due to less users logging in...Confused

MuppetsSlayed = Muppet
Rolling Eyes

Tres Farmer
Gallente Federation Intelligence Service
Posted - 2011.06.17 05:08:00 - [48]
 

Edited by: Tres Farmer on 17/06/2011 05:14:42
Originally by: CCP Masterplan in the Blog
*snip*
This is great. At first glance the desirable approach might be to move each component onto its own node, attempting to make gains via parallelism. However, for any solar system, these three components have always lived together on the same node. Over time they have grown roots into each other via other, non-monikered, components. As such, separating them out is a major undertaking. In effect, Ballpark, CrimewatchLocation and InventoryLocation have become such close friends that they share a few organs. They are also very chatty between each other, so without significant restructuring, the communications overhead of their interactions might massively outweigh any savings due to parallelism.

Refactoring to eliminate these links is still something we want to do, but there are other, lower-hanging fruit that can give us good bang-for-buck.
*snap*

So, if I understand that right the play went along those lines:
- developed as 3 different threads that would communicate with each other and could run completely separate (good for parallelism)
.. some years go by and code gets added/changed ..
- the 3 different threads end up stitched together at all kinds of levels and areas (spaghetti code?)
.. CPUs don't get any faster any more, parallelism is the agenda of the future..
- oh sh*t, we need to have that stuff running separate now - To the Gridlock-Mobile!
.. Gridlock assesses the situation and makes a short term decision ..
- to hell with the parallelism on that one, it's fubar now anyway, make one thread out of the mess and let us separate it later, while we got some room to breathe

Is that correct in layman's-terms?

I can only hope you don't get lazy now (or distracted or manpower removed by higer ups, cause it's working now™.. beancounters might come to this conclusion) and start to clean the mess that this is now. *good luck*

PS: as others have already said, your blogs are the best! Hail to Team Gridlock.

DeBingJos
Minmatar
Goat Holdings
Posted - 2011.06.17 08:23:00 - [49]
 

Blogs like these make me smile. Smile

Marketing blog make me sad. Sad


Keitaro Baka
Babylon Scientific and Industrial Enterprises
Babylon Project
Posted - 2011.06.17 08:45:00 - [50]
 

Yay a happy dev blog to comment on.

I too will stay tuned for a certain other dev blog ^^

Aineko Macx
Posted - 2011.06.17 08:55:00 - [51]
 

Thanks, there are still positive devblogs after all.

Not Gridlock targeted really, but some client side optimizations, specifically bracket display, would be very welcome. FPS and playability are suffering because of the abysmal performance of those simple 2D sprites...

Royston Townhead
Posted - 2011.06.17 17:48:00 - [52]
 

i know this is off topic, but theres a small thread next door thats seen less posts by CCP than here, this - http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1528607&page=41&sid=453119089

can you fix that?

thanx

Lykouleon
Wildly Inappropriate
Goonswarm Federation
Posted - 2011.06.18 00:11:00 - [53]
 

The perfect number of graphs? Code ****z?

Oh Masterplan, you tease EmbarassedEmbarassedEmbarassedEmbarassed

WisdomPanda
Goatriders Horde
The Scapegoats
Posted - 2011.06.18 04:12:00 - [54]
 

Originally by: Tres Farmer
Edited by: Tres Farmer on 17/06/2011 05:14:42
Originally by: CCP Masterplan in the Blog
*snip*
This is great. At first glance the desirable approach might be to move each component onto its own node, attempting to make gains via parallelism. However, for any solar system, these three components have always lived together on the same node. Over time they have grown roots into each other via other, non-monikered, components. As such, separating them out is a major undertaking. In effect, Ballpark, CrimewatchLocation and InventoryLocation have become such close friends that they share a few organs. They are also very chatty between each other, so without significant restructuring, the communications overhead of their interactions might massively outweigh any savings due to parallelism.

Refactoring to eliminate these links is still something we want to do, but there are other, lower-hanging fruit that can give us good bang-for-buck.
*snap*

So, if I understand that right the play went along those lines:
- developed as 3 different threads that would communicate with each other and could run completely separate (good for parallelism)
.. some years go by and code gets added/changed ..
- the 3 different threads end up stitched together at all kinds of levels and areas (spaghetti code?)
.. CPUs don't get any faster any more, parallelism is the agenda of the future..
- oh sh*t, we need to have that stuff running separate now - To the Gridlock-Mobile!
.. Gridlock assesses the situation and makes a short term decision ..
- to hell with the parallelism on that one, it's fubar now anyway, make one thread out of the mess and let us separate it later, while we got some room to breathe

Is that correct in layman's-terms?

I can only hope you don't get lazy now (or distracted or manpower removed by higer ups, cause it's working now™.. beancounters might come to this conclusion) and start to clean the mess that this is now. *good luck*

PS: as others have already said, your blogs are the best! Hail to Team Gridlock.


All they changed was the reference... Parallelism doesn't even come into it. A lot of people seem to have a massive hard-on for making everything parallel, even if it's net gains are inconsequential in the given environment. Confused

If anything reaches it's ceiling before this subsystem, we will get server lag. Once all the low hanging fruit is done being picked, Team Gridlock will have a much better idea of what systems need to be modernized, and more importantly, in what order. The gains they have made thus far should prove though that there are much larger gains to be had across many systems before full reworks are even tabled.

The fact that almost all of Team Gridlock's patches have gone in unnoticed to TQ should speak of the quality of the team and their work. Have a little faith. Smile

Chertan
Posted - 2011.06.19 08:18:00 - [55]
 

Positive devblogs sure are a rarity these days.

+1, Team Gridlock.

NUXI7
Dreddit
Test Alliance Please Ignore
Posted - 2011.06.19 08:30:00 - [56]
 

Note to self: do not read the dev blogs with CS **** in them, they are too close to work.


Also, have you removed your 2 MB buffer yet?

CCP Spitfire


C C P
C C P Alliance
Posted - 2011.06.20 10:51:00 - [57]
 

Originally by: Aineko Macx
Thanks, there are still positive devblogs after all.

Not Gridlock targeted really, but some client side optimizations, specifically bracket display, would be very welcome. FPS and playability are suffering because of the abysmal performance of those simple 2D sprites...


That work is done by the CarbonUI team. You can read the first dev blog here, and more information on performance improvements will be published in the future.



Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2011.06.20 13:49:00 - [58]
 

Originally by: CCP Veritas
Originally by: Miyuki Yotaka
Nice read.. :) Team Gridlock's devblogs are the ones I find the most interesting.
I hope the topic for the next one will be "Fleetfights are now playable!"! ;)


Run of the mill fleet fights are quite playable these days. The biggies (1000+) are still a bit lacking, but those aren't very common.


Confirming this. A couple of days ago, I was in a fight with ~200+ in local, with multiple carriers & supercarriers with fighters & FBs out. So far as I know the node was not reinforced. There was no perceptible lag.

So far as I am concerned, lag is the lowest it has ever been - better even than the Apocrypha days, and Team Gridlock deserve our sincere thanks.

CCP Veritas

Posted - 2011.06.20 17:46:00 - [59]
 

Originally by: Malcanis
Confirming this. A couple of days ago, I was in a fight with ~200+ in local, with multiple carriers & supercarriers with fighters & FBs out. So far as I know the node was not reinforced. There was no perceptible lag.

So far as I am concerned, lag is the lowest it has ever been - better even than the Apocrypha days, and Team Gridlock deserve our sincere thanks.


Just looked that fight up...well, guessing based on what you've been up to and where the fights were, but I think I have the one you're talking about. It most certainly was not reinforced - there were over 100 other systems on the same node. It also didn't lag, steady-state at the peak of the fight was around 65% cpu utilization.

Pew pew moar! Cool

Apollo Gabriel
Mercatoris
Etherium Cartel
Posted - 2011.06.20 19:39:00 - [60]
 

Originally by: CCP Veritas
Originally by: Malcanis
Confirming this. A couple of days ago, I was in a fight with ~200+ in local, with multiple carriers & supercarriers with fighters & FBs out. So far as I know the node was not reinforced. There was no perceptible lag.

So far as I am concerned, lag is the lowest it has ever been - better even than the Apocrypha days, and Team Gridlock deserve our sincere thanks.


Just looked that fight up...well, guessing based on what you've been up to and where the fights were, but I think I have the one you're talking about. It most certainly was not reinforced - there were over 100 other systems on the same node. It also didn't lag, steady-state at the peak of the fight was around 65% cpu utilization.

Pew pew moar! Cool


Excellent work guys, been in a lot of pvp fights lately, very, very smooth.

Best
AG


Pages: 1 [2]

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only