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Minaru Runari
Posted - 2007.04.19 08:29:00 - [31]
 

* My character name(s): All
* My solar system: All
* My time: Always
* What was I doing: Being in a fleet
* Additional data:
The Fleet system seems completely messed up, massive lag (as in client locking up for generally 0.1 to 2 seconds, as well as nothing loading), the larger the fleet the worst this seems.

This happens in the following situations:
-After the fleet jumped into a system, every time a single fleet member uncloaks the client stalls.
-When a fleet member warps onto your grid, you'll get this same stall(ranging from barely noticeable to 5 seconds depending on fleet size, combat seems to make this worse)

There is also a massive difference between "loading the grid", as in loading all the friendly and hostile entities that are present when you are in a gang or alone vs being in a fleet.
Having a fleet formed and engaging generally means that 75% of your force will be wiped out before they get meaningful control of their ship(sometimes you can sort of move around an empty grid while it's loading the hostiles)


The problems with fleet related lag are so horrible that I know several corps and alliances to completely forgo its use and manually juggle with multiple gangs, just to prevent the above issues.

Dormio
Posted - 2007.04.19 08:52:00 - [32]
 

Edited by: Dormio on 19/04/2007 08:49:15
My character name(s):
Dormio
My solar system:
Kerying, region Kor-Azor
My time:
Sunday (15th of April) evening, about 19-23 GMT, Timezone: Poland, Eastern Europe Time (GMT+2).
What was I doing:
I was in the system in gang, fighting in battle (87 persons on local). Specyfically the problem was all the given time (almost for 4 hours), I've stayed on second POS far, far from battlefield, without any enemy present. I was doing specyfically NOTHING, but screen was freezing for 2-3s within the couple of seconds (15-20). Was chatting and controlling fighters in space delegated to corpmates. I had opened only 7 chat windows (gang, squadron, local, alliance, corporation, mine tactical unit - private conversation with other 8 or 9 persons on the same grid, private channel - was only person present in the moment). That wasn't hot chat. During all time the most used one was gang chat.
Additional data:
I have broadband connection with speed 1MB/s. There never been any problems with speed of it before.

Morbius Nyks
Omnia-Tech
Posted - 2007.04.19 09:17:00 - [33]
 

My character name(s):
Morbius Nyks
1.
My solar system:
Kerying, region Kor-Azor
My time:
Sunday (15th of April) evening, about 19-23 GMT, Timezone: Poland, Eastern Europe Time (GMT+2).
What was I doing:
I was in the system in gang, fighting in battle (87 persons on local).
I was in assault wing jumping in shuttle from safe pos on the enemy with 5 fighters asigned. The slight lag was in the whole system regardles of my location, but while aproaching grid where enemy fleet was located whole image freezed for few seconds to few minuts. I was unable to lock target, unable to align back. I was beeing warped out by FC but I wasn't able to see this, just after 2-3 mins after I insta found myself in safe pos or already poded in station.
2.
My solar system:
Oursulaert,
My time:
Tuesday (17th of April) evening, about 19-23 GMT, Timezone: Poland, Eastern Europe Time (GMT+2).
What was I doing:
I was buing stuff on the local market, as I spoded some wartargets on local I decided to undock with noobship to check outside. After I undocked my screen turned black for few minuts - during this I was ganked and poded and I haven't even seen who did this

Kale Kold
Mindless Griefing
Posted - 2007.04.19 10:20:00 - [34]
 

I think that some lag could be gotten rid of by cleaning up the anchored containers around stargates and stations that advertise corps or have another message. sometimes the corps that the containers are advertising no longer exist. Shocked

Internet Knight
The Kobayashi Maru
Posted - 2007.04.19 10:30:00 - [35]
 

My character names(s): Internet Knight

My solar system: I8-AJY

My time: 5:20 AM CST (10:22 EVE time)

What I was doing: opening the corporate hangar array in the starbase resulted in freeze frame

Opening any structure, actually, will result in the same type of freeze frame. It just so happens that the CHA will have the longest period of it. Funnily enough, the CHA also has the most items in it, which I believe is a factor. Changing the visible tab will also result in the same freeze frame.


Additional data: i like cookies

Fubear
Vogon Heavy Industries
Posted - 2007.04.19 10:37:00 - [36]
 

# My character name(s): All

# My solar system: Any

# My time: Any (Euro TZ, but am told the issue it not TZ specific).

# What was I doing: In a gang that had been converted into a fleet.

# Additional data: When in a fleet, whenever there is a status change to any fleet member on grid the client locks up for 2-3 seconds for every gang member. Status changes include: Warping in, warping out, decloaking and dying.

This doesn't happen when in a gang, and is noticable in engagements as small as 20 on 20 making any group combat impossible while using the new fleet system.

My guess is is something to do with the way gang bonuses are being applied and propagated to everyone on the grid (making it a server issue not just a client one).

Helison
Gallente
Times of Ancar
Posted - 2007.04.19 11:41:00 - [37]
 

Edited by: Helison on 19/04/2007 11:45:18
This is more a stuck or crash issue than simple lag:

Character: Helison

Solar system: Chardalane

Time: Doesn´t really matter, but I think it was once about 21 GMT

What was I doing: Switching to carrier in station, forming gang with a corp-mate (for cyno), leaving station -> stuck at black screen for at least 3-5 minutes (can still hear the noises of the station). I relogged then and sitting outside of the station. This happened three times now for me for the same situation (each time in Chardalane).

This seems to be a specific bug with carriers and gangs (or similar), but I have still no concrete method of reproducing it. I´ll run logserver for the next tries and will send it with a BR, if it happens again.

Pottsey
Enheduanni Foundation
Posted - 2007.04.19 11:52:00 - [38]
 

Edited by: Pottsey on 19/04/2007 11:52:17
·My solar: system: Detole (Gallante cosmos sector)

· My time: NA (Happens 10 to 30 mins after starting see below)

· What was I doing: At the hidden gate complex in the last area doing Archaeology.

· Additional data: The complex has I estimate 20+ ships with a very high spawn rate. Solo you cannot kill the rats fast enough and you end up with a mass amount of wrecks. After 30mins you end up with 20+ ships shooting and tons (and I do mean tons) of wrecks. The longer you spend the worse it gets as the wrecks build up fast. To make matters worse there a 2nd complex in the sector which does the same thing. At any given time there can be 1000+ wrecks in that sector if not a lot more.

xHjfx
Minmatar
The Legion of Spoon
Curatores Veritatis Alliance
Posted - 2007.04.19 12:25:00 - [39]
 

My character name(s): xHJFx

My solar system: Mamet

My time: British Summer Time (Lag problem is recurrant)

What was I doing: Warping to the last level (Mother level)of the 5/10 Drone complex and pew pewing drones.

Lags for about 3 - 5 seconds on warp in with some lag when aggroed and coming under fire from the swarms of drones. (Usually 5/10 seconds)

Additional data: System is more than powerful enough to handle the latest games so theoretically EVE shouldnt be a problem.

My connection to the servers are rock solid:

Pinging 87.237.38.200 with 32 bytes of data:

Reply from 87.237.38.200: bytes=32 time=14ms TTL=251
Reply from 87.237.38.200: bytes=32 time=14ms TTL=251
Reply from 87.237.38.200: bytes=32 time=16ms TTL=251
Reply from 87.237.38.200: bytes=32 time=14ms TTL=251

Ping statistics for 87.237.38.200:
Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 14ms, Maximum = 16ms, Average = 14ms

Id pretty much say its a client lag issue as opposed to server/network.

Joey1
Priory Of The Lemon
Atlas Alliance
Posted - 2007.04.19 12:36:00 - [40]
 

* My character name(s): Joey1 and the rest of The Sudden Death Squad / Huzzah
* My solar system: PC9-AY (On a Gate)
* My time: 2007-04-15 22:05:00
* What was I doing: 180 man battle on a jump gate the main problem from what i could renember is the shear number of wrecks that were about and the fact they took up a ton of resources just to render the crappy wreck icons not to mention the drone icons too.
* Additional data: Maximum efforts to remove lag were taken such as removing all laggish effects and turret blasts along with movie box thing enabled.
* Joey Wants: I would like to see the option to remove things like Wreck icons or Drone Icons from the battle field or have some option to allow that to happen in conjunction with what you have on your overview settings.

Oghma Grianainech
Minmatar
Wise Guys
Exquisite Malevolence
Posted - 2007.04.19 13:09:00 - [41]
 

I fail to see how a pingplotter well help CCP to analyze if the client or is lagging or if their end is lagging. Anyone who works with the "Internet" knows that the outgoing route may not always be using the same the returning route. Plus a ping plotter just makes it lag even more if you have a lower end computer already struggling to keep up with the large amount of resources eve client needs.
Plus imagine now there are 10000 non techy players going to download the pingplotter and keeping it on all the time because someone at CCP told them it was a good idea :(
The whole idea just does not make sense.

Hopefully someone from CCP can shed some light here.

Mister Science
Happy Fun Time
Posted - 2007.04.19 14:57:00 - [42]
 

* My character name(s): Any/all characters on this account, as well as those on a trial account. And any other account as well.

* My solar system: Any solar system anywhere. From Jita 4-4 for deep 0.0, the effect is the same

* My time: Any time. Did you mean timezone? GMT-5. This occurs at any time of day, ever.

* What was I doing: Joined fleet. This causes me to be instantly hit with massive crippling lag. If I join a gang, (not a fleet) there is no lag. This only occurs in fleets. If a join a gang and it becomes a fleet, my client has an aneurysm. The lag gets worse if we jump through a stargate or do anything else that requires loading a grid. After about 3 jumps or grid loadings, I usually have to reboot the client. Upon returning to space, there is no lag, in spite of having the exact same number of ships on grid as when I crashed. If I rejoin the fleet after rebooting, the lag skyrockets again. It seems to have nothing to do with the number of people on grid. The only thing that matters is whether or not I am in a fleet.

* Additional data: This never happened before the patch that introduced fleets. Even when gangs could be several hundred members large, and gang bonuses could be coming from any number of people rather than the relatively few the system uses currently. Fleets do not seem to reduce lag at all relative to how it used to be. In fact all they seem to do is create lag from where there wasn't any before.

Asmodean Reborn
Psykotic Meat
C0NVICTED
Posted - 2007.04.19 15:07:00 - [43]
 

Edited by: Asmodean Reborn on 19/04/2007 15:31:14
Character: Me
Solar System: Any, usually Domain region
Time: BST - I usually play between 5-12pm
Whats is going on:
On large level 4 missions like blockade and worlds collide and when using acceleration gates, I (and other corp members) get fairly bad lag (5 seconds or so) and often only a few of the mission rats will appear at a time. It can take up to ten seconds for all rats to appear. Also, after using acceleration gates, I have often began to warp and then been stuck in the middle of nowhere doing 0.0 m/s but apparently stil warping. I have to re-log to fix this. We generally fly in gangs and fleets.

I agree with some other posts that one of the bugs is to do with fleets and gang bonuses , refreshing or loading the overview and perhaps when new logs are created (i.e when you jump through a gate it starts a new log entry, when you have your ship destroyed, when you undock etc). It seems there is a lot going on between session changes and grid changes.

I also built my own PC and live fairly close to the exchange so I doubt that all the problems are at my end.

Mactire
Galactic Shipyards Inc
Curatores Veritatis Alliance
Posted - 2007.04.19 15:25:00 - [44]
 


# My character name(s): Mactire

# My solar system: PC9-AY

# My time: Essential. 2007.04.15 22:09 Evetime

# What was I doing: Jumped into PC9-AY, a fleet battle was in progress on the other side. Over 190 people in local. By the time my overview loaded and I got control of eve, I was in a pod. People on vent were describing the experience like playing Eve in a powerpoint presentation.

Mac


Cudaya Ebsldes
Posted - 2007.04.19 16:12:00 - [45]
 

Need I say Santenpaa if I say Motsu & related systems.

You may delete the post after you read it but since there has been evidence of "persons" using "privileged information" in "corporate" "endeavors" than I wonder how many CCP staff actually run missions?

Instead of the PVP business how many of you "for informational purposes" and "to get a handle on the game and understand the various.....aspects of it" actually runs missions?

This thread seems to me to be a palliative.

FPS are always 40+
Ping plotter shows okay jumps
Mission load up to 30 seconds
Action will stop and magically then start again after 15-30 sec.
Missiles have to be hand loaded
Other modules lag up to 30 sec (if I said 60 sec you wouldn't believe me, but when the room freezes you make a fast decision as to weather to continue or hit the warp button so you don't loose a ship)
Ships go backwards (always cute) -- where is that shift lever?
--Once the whole soom disappeared and I mean nothing in the overfiew no bitty red crosses in space, nothing but stars. This was after I was killing some npcs so I reasoned they had gone on strike and warped out en masse.

Time of day -- reallyVery Happy

Weekends in Motsu @ CNAP (bring your lunch & a few beers) will give you an idea.

So come on down guys and join the peasants at the resort -- Navy Raven Caldari Pilots Rest Home

The management disclaims any ugly or hurtful comments by the above character.

Have a nice dayVery Happy

The only thing that always works is my ship will always take damage.

nighthawkcm
Minmatar
German Kings
Majesta Empire
Posted - 2007.04.19 16:14:00 - [46]
 

Name
nighthawkcm
System: none specific
My Time: GMT +2 (any time)
What i was doing: Playing EvE, nothing in particular

Additional Data:

Target Name: N/A
IP: 87.237.38.200
Date/Time: 19.04.2007 16:27:38 to 19.04.2007 18:12:03

Hop Sent Err PL% Min Max Avg Host Name / [IP]
1 2507 0 0,0 1 14 1 [192.168.69.254]
2 2507 1 0,0 65 464 75 access1-dsl-f.nas.tiscali.de [62.26.136.40]
3 2507 1225 48,9 65 434 71 [62.27.93.73]
4 2507 2 0,1 65 470 70 so-0-1-0.fra10.ip.tiscali.net [213.200.65.17]
5 2507 1 0,0 65 459 70 limelight-fra-gw.ip.tiscali.net [213.200.86.94]
6 2507 0 0,0 76 416 83 ge1-2.fr4.ams.llnw.net [69.28.171.54]
7 2507 0 0,0 76 446 83 ve5.fr3.ams.llnw.net [69.28.172.113]
8 2507 0 0,0 83 422 90 tge7-2.fr3.lon.llnw.net [69.28.171.94]
9 2507 1 0,0 83 456 94 ccp.ve201.fr3.lon.llnw.net [87.248.208.150]
10 2507 2 0,1 83 421 88 [87.237.38.199]
11 2507 1 0,0 84 400 88 [87.237.38.200]

Edmund
Caldari
Posted - 2007.04.19 17:10:00 - [47]
 

My character name(s):
Edmund
My solar system:
Kerying, region Kor-Azor
My time:
Sunday (15th of April) evening, about 19-23 GMT, Timezone: Poland, Eastern Europe Time (GMT+2).
What was I doing:
I was in the system in gang, fighting in battle (87 persons on local). The problem was all the given time (almost for 4 hours).

I was in assault wing in BlackBird cruiser, jumping from safe pos to the enemy fleet position. While aproaching grid where enemy fleet was located whole image freezed from 30-50 sec to couple min up, i unable to lock target, unable to align back or even jump to aditional place in system. After this 2-3 min i found myself in station with new fresh born clone.

The “CCP [tm] Freeze Screen” and “ CCP [tm] Node lagg” happen with :

- turned off all efects

- turned off audio

- turned off all turret animation

- no drone or fighter assigned to my ship

- I got only opened gang chat and squad chat inactive, other chat windows are minimized,

- I got prepared overwiev setting – see only pilots with bad standing in and gate – nothing else

- Usign in this day low detail and turning off some grpahic effects

- No background programs runing – ts, downloading, updation etc …

- No private chat used or opened

- Station enviroment off

Effect on my screen looks like black screen from undock with hang up, nothing happen, just same screen all time. After 2-3 min frozen I got Very slow slideshow, ill see my ship was targeted by someone – but no idea who, Ill tryging target back enemy ships and turn on my ecm or weapon … but I see a enemy target dissapear from active target bar, and got message about ship undercontrol, second after this got station enviroment loading up.



Additional data:
I have broadband connection with speed 1MB/s. There never been any problems with speed of it before.

Borasao
Ex Coelis
The Bantam Menace
Posted - 2007.04.19 17:16:00 - [48]
 

My character name(s): Borasao
My solar system: Motsu, Salia, Laah
My time: Problem seems to exist in those systems regardless of time, particularly when the local population is higher than 60 (which is almost always).
What was I doing: Anything. Typically I avoid these systems as much as possible, including turning down missions in any of them and simply not trying to travel through them at all, but being able to decline only one every four hours and having to actually travel outside of Aramachi means I have to travel through them fairly often. I've had to submit "stuck" petitions on several occassions just trying to jump through them on the way to anywhere else because the lag was so bad that I would never seem to get control of my ship again. Additionally, in many missions the time between hitting F1 to fire a missile and the missile actually firing may be quite a while. One night, I was timing it just because I couldn't believe it and it was taking over a minute. Also, because of the lag, your ship gets out of sync with the server so you have many 'rewinding warp' moments: you're range zero from a warp gate or wreck but you continually get the "you aren't close enough to activate/use that" and then you get 'rewound' back to some point up to 5000m or more from where you were.

Venkul Mul
Gallente
Posted - 2007.04.19 18:58:00 - [49]
 

Originally by: Kvarium Ki
I think the IP, if i got the correct one from netstat, is:

87.237.38.200

KK.


Confirmed, it is the one I was given for a check of some problem I had.

VM

Bagehi
Association of Commonwealth Enterprises
Posted - 2007.04.19 20:13:00 - [50]
 

# My character name(s): Bagehi

# My solar system: some system in Geminate

# My time: CST - this happened around 04:00-05:00 game time.

# What was I doing: Warping into an exploration complex. There was a big shield thing in the middle with about 10 battleships and 10+ battle cruisers and cruisers. The lag revolving around this was different for each person. But in each case, the person's ship would arrive and sit there for a while (5-30 seconds) before they would be able to do anything.

I realize everyone has moved away from "loading screens" for games, but in this case, I would much prefer a loading screen than this ridiculousness of being shot at without having the opportunity to do anything about it. Why can't the server not dump the information that your ship has arrived until it knows you have loaded the environment (I'm thinking of several PVP instances where this would have been nice)? I think there would be less complaints about lag if people weren't losing ships because of it (I didn't in this case, but I had to warp faster because I wasn't able to start repping right away).

# Additional data:
Host Information
1, -------------- ,xxx.xxx.x.x
2,L100.DSL-01.GNBYWI.verizon-gni.net,xx.xx.xx.x
3,at-1-3-1-1713.CORE-RTR1.CHI01.verizon-gni.net,130.81.36.86
4,so-7-2-0-0.BB-RTR2.CHI01.verizon-gni.net,130.81.20.58
5,so-7-0-0-0.PEER-RTR1.CHI80.verizon-gni.net,130.81.16.79
6,POS2-0.GW10.CHI2.ALTER.NET,152.63.65.13
7,0.so-6-2-0.XL2.CHI2.ALTER.NET,152.63.69.174
8,0.so-7-1-0.BR6.CHI2.ALTER.NET,152.63.64.57
9,so0-1-0-2488M.ar1.CHI2.gblx.net,64.208.110.193
10,ge2-1-10G.ar4.LON3.gblx.net,67.17.105.26
11,LIMELIGHT-NETWORKS-LLC.TenGigabitEthernet1-2.ar4.LON3.gblx.net,64.209.95.198
12,tge7-4.fr3.lon.llnw.net,69.28.171.137
13,ccp.ve201.fr3.lon.llnw.net,87.248.208.150

Sample Information
"4/19/2007 2:50:08 PM",0,66,41,41,44,41,41,41,72,134,133,138,*
"4/19/2007 2:50:23 PM",0,23,40,42,40,41,41,96,90,136,134,134,*
"4/19/2007 2:50:38 PM",0,23,41,41,40,41,41,42,81,229,190,145,133
"4/19/2007 2:50:53 PM",0,101,68,41,40,41,41,42,81,140,134,134,133
"4/19/2007 2:51:08 PM",0,23,41,41,40,96,49,42,84,155,134,136,142
"4/19/2007 2:51:23 PM",0,23,40,41,41,41,49,42,76,192,147,134,134
"4/19/2007 2:51:38 PM",0,35,40,41,41,41,42,41,80,144,134,136,133
"4/19/2007 2:51:54 PM",0,23,113,69,41,41,41,42,77,148,134,136,133
"4/19/2007 2:52:08 PM",0,23,41,41,40,41,41,41,163,137,134,139,*
"4/19/2007 2:52:23 PM",0,23,40,41,48,41,41,42,73,137,134,189,*

Internet Knight
The Kobayashi Maru
Posted - 2007.04.19 23:10:00 - [51]
 

Originally by: Oghma Grianainech
I fail to see how a pingplotter well help CCP to analyze if the client or is lagging or if their end is lagging. Anyone who works with the "Internet" knows that the outgoing route may not always be using the same the returning route. Plus a ping plotter just makes it lag even more if you have a lower end computer already struggling to keep up with the large amount of resources eve client needs.
Plus imagine now there are 10000 non techy players going to download the pingplotter and keeping it on all the time because someone at CCP told them it was a good idea :(
The whole idea just does not make sense.

Hopefully someone from CCP can shed some light here.

Yup. And what's even more is that some ISPs reduce the QoS of pings sent directly to the ISP's routers rather than some client IP address, and when confronted about this, CCP just ignores it and still tells you that those extra packetlosses do affect your game service even though the ending result packetloss at CCP's end is zero. Yeah, that makes CCP look really smart...

http://www.nessoft.com/kb/24
Quote:
Some servers (and some routers) may specifically block (or down-prioritize) ICMP echo requests, or might do the same where TTL=0. These routers (or the final destination) might show ... high packet loss and latency.


I had a petition months ago and CCP blamed my troubles on my ISP even though that was not the case.

Jenna Ashton
Posted - 2007.04.20 04:41:00 - [52]
 

I know you guys want the extra info but its irrelavant
in this case.

Its simple really..
fit a asteroid surveyer,
warp to non-depleted belt then survey,
with survey window still open, warp to another loaction,
there is a lock up that lasts 5-10 seconds.

Its not exactly lag per se.. but its just as annoying.


Tycoon Girl
Posted - 2007.04.20 09:42:00 - [53]
 

Originally by: Mister Zero
CCP, why don't you openly acknowledge that the vast majority of 'issues' facing EVE players isn't their system, isn't their ISP, isn't some spooky DirectX problem or an issue with drivers?

The mechanics of the client/server is at fault. Eve 'lag' is simply an ambiguous euphamism for what is the EVE server's inability to support the loads. Period.

The notion that the players (or their PCs) are somehow at fault no longer holds water. Users are more savvy, we understand network latency, drivers, many have built their own PCs that are *vastly* over-powered for the purposes of EVE.

'Lag' and the EVE slideshow game isn't the result of a user's inability to handle some monstrous CPU load - it's the servers.

I'd like CCP to, once and for all, publicly ackowledge this. Enough with the smoke screens.


QFT.
my PC is fine.
my ping is fine.
my gameplay is NOT fine on THIS particular game.
go figure.

:sig:

JiJiCle
Gallente
Kermit Space Industies
Posted - 2007.04.20 10:06:00 - [54]
 

Edited by: JiJiCle on 20/04/2007 10:04:41
Originally by: DDemon
# My character name(s): This is part of your forum posts but add it in case you are using other characters.

This one

# My solar system: Not the one you own, the one you were in.

Any

# My time: Essential. The forum post only shows when you post, please be specific and indicate timezone you are in.

2 hours ahead of eve server time

# What was I doing: Be very specific. Did you open a specific window? Jumping? Warping into something? Press that red button again?

When in a carrier:

1. Deploying drones freezes screen up for a couple of seconds.

2. When you tell drones/fighters to return, eve freezes for a second everytime a drone hops into drone bay.

3. When unstacking/stacking drone folders with manydrones in them,
eve tends to "stutter" untill you for example sellect something in the overview.

4. Unstacking these drone menu's also freezes eve up for a bit.

5. When a drone/fighter gets destroyed eve freezes for a few seconds.

I think that covers most of the "lag" problems for me.

Regards,

DDemon
what he said Embarassed
I experience the same problem everytime I use my carrier
and specifically for the 3. & 4., it seem that the problem appear when you left click a big group of drone in the same folder (say 20+)
It's like it's lagging because it get stats/info on every drone in the folder
for a 10 drone folder, its ok
for 20-30 it beginning to be annoying
and when you clic the (300+) drone root folder to expand it and see others folders, its like a 1min lag and next a slideshow with 2 fps
closing the overview or clicking an in-space/overview item stop the lag, surely because it stops getting drone info from the folder to get clicked items' infos.

This is one of the drones users real pain, plz look at it.

JiJiCle.

rushin
Minmatar
Purify
United Freemen Alliance
Posted - 2007.04.20 15:01:00 - [55]
 

*sighs*

the problem isn’t client->server lag the problem is your client. I am somewhat concerned that wasn’t obvious!

Experienced: everywhere

Moving something from hanger to ship, have to wait a few seconds
Stacking items in hanger, some seconds lag (where is the auto stack option??)
Being targeted by more than 3 npc’s some seconds lag. Have lost ships/been down to structure in cosmos area’s where 20+ ships target me at the same time
Want to try something fun, open the browser when warping, aside from bring eve to stuttering halt this managed to kill winamp, have both cores running at 100% load and bring my very expensive self built gaming pc to its knees.
Coming out of warp, stutters for a few seconds

In summary, the client is a pig, sorry but it is. it seems you are sending far too much data to the client without an ability for it to thread effectively. For example: there is no reason to load the whole market in one go when I open the market window, load the category headers and start caching the items. If you have to load it all then do it as a background process and let the engine continue to run.

I am also starting to become concerned about the effects of having my cpu’s running at near 100% constantly.. I have played a lot of games, and quite a few MMORPGs, Eve is the only one that without let up thrashes my processors. The simple question would be why?

I haven’t been here long but I am 100% with the other voices who say sort out these serious issues before generating new stuff. I really had to think hard before subbing because of the terrible performance issues. You make a lot of money, have a healthy fan base who want to love your game, think how much happier everyone would be if you put a team together to write a new client and sort out the messy, inefficient, somewhat sickly one you currently have.

Ab Tallen
The Alphabet Soup
Posted - 2007.04.20 17:15:00 - [56]
 

Originally by: Mactire
# My solar system: PC9-AY
# My time: Essential. 2007.04.15 22:09 Evetime
# What was I doing: Jumped into PC9-AY, a fleet battle was in progress on the other side. Over 190 people in local. By the time my overview loaded and I got control of eve, I was in a pod.

My client logs show a delay of a full four (4) minutes between my ship being destroyed and the next session change during that fight.

And the whole constellation had been laggy the days before.

Originally by: Fubear

# Additional data: When in a fleet, whenever there is a status change to any fleet member on grid the client locks up for 2-3 seconds for every gang member. Status changes include: Warping in, warping out, decloaking and dying.

I strongly suspect the fleet bonus distribution systems to be responsible for that. Fleet is basically useless to counterproductive for large fleets.

throx
Minmatar
Brutor Tribe
Posted - 2007.04.20 18:14:00 - [57]
 

Edited by: throx on 20/04/2007 19:41:02
i don't know about other us players but i find this kinda alarming

Target Name: N/A
IP: 87.237.38.200
Date/Time: 4/20/2007 1:09:39 PM

1 0 ms [192.168.1.1]
2 32 ms ***.***.***.***.duracom.net [***.***.***.***]
3 45 ms Advanced-Internet-Consulting-6459-custidna.cust-rtr.swbell.net [64.217.20.241]
4 29 ms [151.164.240.52]
5 58 ms ex2-p11-0.eqchil.sbcglobal.net [151.164.40.126]
6 56 ms Te-3-2.Chicago1.Level3.net [4.68.110.197]
7 70 ms ae-1-51.bbr1.Chicago1.Level3.net [4.68.101.1]
8 154 ms ae-1-0.bbr1.London1.Level3.net [212.187.128.58]
9 137 ms ae-0-53.gar1.London1.Level3.net [4.68.116.75]
10 138 ms [195.50.91.22]
11 146 ms [87.237.38.199]
12 134 ms [87.237.38.200]

Ping statistics for 87.237.38.200
Packets: Sent = 1, Received = 1, Lost = 0 (0.0%)
Round Trip Times: Minimum = 134ms, Maximum = 134ms, Average = 134ms
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
i notices that at all chicago1.level3.net and london1.level3.net
my ping goes thuw the roof...
thos explains why i loss packets doto those target areas
and cause the game to freeze once entering a heavy engangment
. . . . .
thos nots ccp's issue for my lag ...
now i must find a new internet provider

Karu Manara
Posted - 2007.04.20 21:02:00 - [58]
 

Edited by: Karu Manara on 20/04/2007 20:58:43
Originally by: throx
Edited by: throx on 20/04/2007 19:41:02
i don't know about other us players but i find this kinda alarming

Target Name: N/A
IP: 87.237.38.200
Date/Time: 4/20/2007 1:09:39 PM

1 0 ms [192.168.1.1]
2 32 ms ***.***.***.***.duracom.net [***.***.***.***]
3 45 ms Advanced-Internet-Consulting-6459-custidna.cust-rtr.swbell.net [64.217.20.241]
4 29 ms [151.164.240.52]
5 58 ms ex2-p11-0.eqchil.sbcglobal.net [151.164.40.126]
6 56 ms Te-3-2.Chicago1.Level3.net [4.68.110.197]
7 70 ms ae-1-51.bbr1.Chicago1.Level3.net [4.68.101.1]
8 154 ms ae-1-0.bbr1.London1.Level3.net [212.187.128.58]
9 137 ms ae-0-53.gar1.London1.Level3.net [4.68.116.75]
10 138 ms [195.50.91.22]
11 146 ms [87.237.38.199]
12 134 ms [87.237.38.200]

Ping statistics for 87.237.38.200
Packets: Sent = 1, Received = 1, Lost = 0 (0.0%)
Round Trip Times: Minimum = 134ms, Maximum = 134ms, Average = 134ms
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
i notices that at all chicago1.level3.net and london1.level3.net
my ping goes thuw the roof...
thos explains why i loss packets doto those target areas
and cause the game to freeze once entering a heavy engangment
. . . . .
thos nots ccp's issue for my lag ...
now i must find a new internet provider
throx, what you don't understand is that a "high" ping of 130ms is just fine if you're not getting any packetloss. 130ms is a little over a tenth of a second which, in 99.9% of fights, will not make or break your ship.

What *will* make or break your ship is the two FULL seconds that your client takes to process a single message of data from the server.

Jay Deah
The Council
Posted - 2007.04.20 22:25:00 - [59]
 

My character name(s): Me
* My solar system: All
* My time: Always
* What was I doing: Playing the game!
* Additional data:

client has huge CPU use on login screen - WTF? this game is 4 years old, how on earth did you even load the bloody thing on a P3?

Whenever eve receives data, the client freezes. this is completely unnecessary adn unacceptable. Examples include:
loading a character portrait: is it really necessary to freeze my client for 3 seconds whilst it downloads a tiny picture? and WTF kind of throttling have you got set up for it to take so long anyway!
New object appearing on grid - always nice to know that when you warp in to a hostile situation, they'll see you WELL before you even know you've arrived (as it'll conveniently send your ship there serverside even if YOUR client isnt doing its job). who thought up that game mechanic?
Switching ships - give me ONE reason why when your ship explodes the 5-30 second delay in you actually having any control over the client is FAIR? the only way to escape getting podded is to initiate the warp-off BEFORE you die. i see no reason why you'd design this "feature" into the game making someone vunerable and letting them have NO CONTROL over it.

The actual "lag" itself isn't THAT bad anymore. a delay in activating some modules due to network latency or high server load is annoying, but understandable.

it's the POOR netcode, obvious bandwith throttling, and generally BAD client that are causing 90% of the "lag" issues.

name me ONE other game that freezes when it receives data, i mean WTF is that all about. HOW is that necessary? i can code VB Apps that work better than that.

oh and one more quick off-topic rant...
"The server logs show that..."
OF COURSE THE SERVER LOGS SHOW WHAT DID HAPPEN, IM TELLING YOU WHAT I TOLD THE CLIENT TO DO, IM FULLY AWARE OF THE OUTCOME, OTHERWISE I WOULDNT HAVE RAISED THE SODDING PETITION IN THE FIRST PLACE! DO YOU PEOPLE NOT UNDERSTAND WHAT LOGS ARE?!

Katana Seiko
Gallente
Posted - 2007.04.21 01:14:00 - [60]
 

Edited by: Katana Seiko on 21/04/2007 01:20:59
you know, instead of pingplotter you can better use the free program that's included into every msdos and windows package: "tracert". okay, it's not that nice graphics, but it contains the same information as pingplotter...

Well, here's the data for 87.237.38.200

1 <1 ms <1 ms <1 ms Gateway [192.168.0.1]
2 14 ms 13 ms 13 ms pdbn-d9bf5601.pool.mediaWays.net [217.191.86.1]
3 14 ms 13 ms 13 ms rmws-pdbn-de04-gigaet-0-3-0-0.nw.mediaways.net [195.71.224.33]
4 21 ms 19 ms 19 ms rmwc-gtso-de02-pos-2-3.nw.mediaways.net [195.71.225.85]
5 55 ms 43 ms 46 ms rmwc-gtso-de01-pos-2-0.nw.mediaways.net [195.71.97.101]
6 * 20 ms 20 ms rmwc-frnk-de01-so-1-3-0-0.nw.mediaways.net [195.71.254.77]
7 21 ms 20 ms 19 ms 213.20.249.202
8 20 ms 22 ms 20 ms tge5-4.fr3.frf.llnw.net [80.81.192.221]
9 29 ms 29 ms 29 ms ge1-3.fr4.par.llnw.net [69.28.172.101]
10 28 ms 31 ms 32 ms ve6.fr3.par.llnw.net [69.28.172.117]
11 43 ms 38 ms 39 ms ve5.fr3.ams.llnw.net [69.28.172.113]
12 46 ms 45 ms 45 ms tge7-2.fr3.lon.llnw.net [69.28.171.94]
13 38 ms 37 ms 35 ms ccp.ve201.fr3.lon.llnw.net [87.248.208.150]
14 44 ms 43 ms 44 ms 87.237.38.199
15 35 ms 35 ms 35 ms 87.237.38.200


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