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Border Skirmish sector starts lagging after a bit...
This really isn't a "bug", but I think it needs serious consideration.
The border skirmish sector starts lagging as the battle goes on due to the many, many drop crates in the sector (along with all of the swarmies being fired).
How about removing drops from at least the NPC ships in the border skirmish sector?
The border skirmish sector starts lagging as the battle goes on due to the many, many drop crates in the sector (along with all of the swarmies being fired).
How about removing drops from at least the NPC ships in the border skirmish sector?
As humbling as it is, try lowering your graphic settings.....
Yeah, I know. But really, my computer started to go down after that too; it's not the server, it's you.
Yeah, I know. But really, my computer started to go down after that too; it's not the server, it's you.
It's not just framerate, it does get a bit jumpy there, but I shouldn't be getting 4 fps in B-12 when I normally get 30 in a cap battle.
The game also freezes for about a half second when something dies/a new mission message appears.
Zamzx, I already have every single graphics option at its lowest setting...to get halfway decent performance. There's a huge amount of swarm usage in BS, the addition of hundreds of drop crates doesn't help.
Border battle is not playable.
i have no graphical issues at all but ships are warping around often, you hit them you see the shoot impact but no damage done.
same for you get swarmed but there is no notify sound of any kind.
You just explode boom and then you realize oh nice, swarms. where was the beep beep beep...
Not funny guys.
as i post this the actuall borderbattle was canceled by "Connection closed by server." thanks, it just started to get funny. after logging in again no capships anymore but the logging in players still keep warping around and swarms boom again no beep beep.
i have no graphical issues at all but ships are warping around often, you hit them you see the shoot impact but no damage done.
same for you get swarmed but there is no notify sound of any kind.
You just explode boom and then you realize oh nice, swarms. where was the beep beep beep...
Not funny guys.
as i post this the actuall borderbattle was canceled by "Connection closed by server." thanks, it just started to get funny. after logging in again no capships anymore but the logging in players still keep warping around and swarms boom again no beep beep.
Shaded:
We're still looking for the exact cause of the hits-not-registering issue, when you have a good ping; it's very hard to reproduce as it only happens in very busy sectors and often not then, if we're looking. I've just fixed some bugs and made some changes that should improve performance in general and especially missions with lots of bots dying and being spawned.
The sector crash you experienced during the battle was the first occurrence of that particular problem that we're aware of. I was around to look into it when it happened on a saturday night, and I emailed the other devs who also spent some time last night looking into it. (we're doing our best).
We're still looking for the exact cause of the hits-not-registering issue, when you have a good ping; it's very hard to reproduce as it only happens in very busy sectors and often not then, if we're looking. I've just fixed some bugs and made some changes that should improve performance in general and especially missions with lots of bots dying and being spawned.
The sector crash you experienced during the battle was the first occurrence of that particular problem that we're aware of. I was around to look into it when it happened on a saturday night, and I emailed the other devs who also spent some time last night looking into it. (we're doing our best).
appreciated :)
well i play from europe my ping is about 130ms
the warping still occurs but it already got better.
it is like some ships movementvectors are not updated to my client i fire at them where my client renders them but the server refuses to accept the hits, then my client again gets actuall vectors of my target my target just pooofffs off where it was a second ago and is rendered somewhere else (if not out of sight) targeting it then means the faster you are the more likely the target is really where you see it. especially players with too good or too bad ping (didn't figure out which yet) manage to warp around every seconds for minutes means they are invunerable to me. is there such a loss of data?
well i play from europe my ping is about 130ms
the warping still occurs but it already got better.
it is like some ships movementvectors are not updated to my client i fire at them where my client renders them but the server refuses to accept the hits, then my client again gets actuall vectors of my target my target just pooofffs off where it was a second ago and is rendered somewhere else (if not out of sight) targeting it then means the faster you are the more likely the target is really where you see it. especially players with too good or too bad ping (didn't figure out which yet) manage to warp around every seconds for minutes means they are invunerable to me. is there such a loss of data?
again same issue, it looks like the udp protocol sufferes dataloss pretty often in bs sectors.
the only idea i came up with would be another tick between the normal ones asking the server for the position of the actuall target.
dunno if that would be possible though...
the only idea i came up with would be another tick between the normal ones asking the server for the position of the actuall target.
dunno if that would be possible though...
Well, I spent around $500 to make this playable since no other solutions seemed forthcoming....
BS still causes significant FPS drop for me though -- I go from around 450-500 fps fighting in Sedina B-8 to 75-100 fps (or so) in BS.
There's still some issue here -- a mission that causes an 80% performance loss has some major underlying problem -- and I doubt everyone wants to go out and buy new hardware to overcome it.
BS still causes significant FPS drop for me though -- I go from around 450-500 fps fighting in Sedina B-8 to 75-100 fps (or so) in BS.
There's still some issue here -- a mission that causes an 80% performance loss has some major underlying problem -- and I doubt everyone wants to go out and buy new hardware to overcome it.
A fair point Vardonx, but I tend to agree with Shaded , it is some sort of updating issue rather than an fps issue.
I note that there are periods when I can empty a battery into an npc or player without them taking any damage . They seem to drift rather than target me, though I am targeting them . During that period they can hit or even kill me , with shots that I do not see. After about 10 seconds ( the time varies) everything in the sector jumps into the position and action that they would have been in if there had not been the hiatus.
This is very similar to the condition that occurs just before a player times out. You see shots hitting, but no confirmation beep . Next thing you are disconnected and dead .
It is as if the data uploaded from the player is being held in a buffer until the server has time to do something with it. In the meantime the player is affected by what the server last saw the player doing. I have no idea whether that buffering is due to something which is happening on the server, or something which is happening on the net in general.
These lag events seem get worse as the number of players in the sector increases . Subjectively I see far fewer of these events when I am the only player in sector .
I do realise that BS is new and still in development, it will take time to get right .
I note that there are periods when I can empty a battery into an npc or player without them taking any damage . They seem to drift rather than target me, though I am targeting them . During that period they can hit or even kill me , with shots that I do not see. After about 10 seconds ( the time varies) everything in the sector jumps into the position and action that they would have been in if there had not been the hiatus.
This is very similar to the condition that occurs just before a player times out. You see shots hitting, but no confirmation beep . Next thing you are disconnected and dead .
It is as if the data uploaded from the player is being held in a buffer until the server has time to do something with it. In the meantime the player is affected by what the server last saw the player doing. I have no idea whether that buffering is due to something which is happening on the server, or something which is happening on the net in general.
These lag events seem get worse as the number of players in the sector increases . Subjectively I see far fewer of these events when I am the only player in sector .
I do realise that BS is new and still in development, it will take time to get right .
I've seen the symptoms you describe as well. While I haven't profiled my network during BS (yet), it would be hard to believe VO is soaking up all of my 6Mbs downstream bandwidth and 512Kbs upstream bandwidth.
It would be interesting to know if the during BS the BS events get distributed across the server cluster or is the backend designed so that one particular sector gets assigned to run on a particular node in the server cluster?
The reason I bring this up, is if it is the latter, it ought to be easy to performance monitor the system while BS is going on and look for high resource usage -- CPU/memory/IO/network. If it's totally distributed that task would be harder (except maybe network profiling).
It would be interesting to know if the during BS the BS events get distributed across the server cluster or is the backend designed so that one particular sector gets assigned to run on a particular node in the server cluster?
The reason I bring this up, is if it is the latter, it ought to be easy to performance monitor the system while BS is going on and look for high resource usage -- CPU/memory/IO/network. If it's totally distributed that task would be harder (except maybe network profiling).