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Server stress

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Jul 15, 2003 randomize link
i am not sure if this is on topic or not, but you guys know that network latency (lag) is different from network bandwidth and different issues/impacts that has?
if average time to get a response from server (ping) is 363 for player 1 and 150 for player 2 it would be incorrect assumption to say that player 1 is receiving more mines or having more trouble receiving mines than player 2. It's just latency of the connection, not how_many_packets_host_can_receive each second.
what I am getting at, number of mines/number of events mines cause should not directly affect the ping, because number of hops to server and hopefully server load remains pretty much the same.

Of course validity of this statement depends on what vendetta calls "ping" and how it is calculated.
Jul 15, 2003 Urza link
*rolls eyes* As an dial up user to the point of 2 weeks ago, I know lag. And i know that what you people call lag now, is nothing. a1k0n's done a great optimizing job. In 3.1, 250 ping on a dial up was sweet. now 180 is normal. I've seen what the server can handle in the ways of mines, and let me tell you that a bunch of little lightning mines are nothing. You guys remember the sector 4 fireworks at the end? i'd say over 250 mines were placed, and the lag wasn't bad at all.

That's right. more than 250. And the lag didn't go up much at all. I dont see how limiting the number of mines being dropped will help the lag, being that 250 mines didn't hurt it in the first place.


The problem could have been the war itself you know. Every time you turn, speed up, slow down, strafe, fire, hit, take a hit, ect, you send a packet to the server, which has to send that packet to everyone in the sector. the more people there are, the more sending the server has to do.
Jul 15, 2003 Eldrad link
/me wasn't complaining just reporting the results of testing. The lag is extremely good and is also one of our most important jobs as testers since this will be a MMOL game, but I have no clue why this thread is so long.
Jul 15, 2003 roguelazer link
Urza, I tested it. Mines add more lag in 3.2.x than they ever have, and we're starting to really see this. 250 mines would result in ping increases of over 1000 for me.
Jul 15, 2003 raybondo link
So you're laying 250 prox mines?
prox mines don't add any 'lag' once they're layed.
They don't update, they don't move, they just sit there.
If you layed 250 mines yourself, then the 'lag' is your client working out all the interactions between the mines (there is some work done there even though they don't do anything with each other).

Lightning mines would only add 'lag' if like 250 lmines are zotting someone at the same time and they wouldn't last very long if that happened anyways.

However 250 lmines may add some large rendering speed hit due to the animating lightning around the mine.
Jul 15, 2003 Urza link
so then what people are seeing when they say that it's server side lag is really them saying "i dont think it's my cruddy graphic card and these lightning mines are really lowering my frame rate"
Jul 15, 2003 roguelazer link
ping with 0 lightning mines in sector 13: 80
ping with 4 lightning mines in sector 13: 200
ping with 20 lightning mines in sector 13: 600

Nothing else changed, there were people fighting for all the tests. And this has recurred EVERY time lightning mines go down. It never happens in s18 for some reason, though. But every other sector (9, 14, 13, 7) gets it. And my fps don't drop a whole lot either. People just jump a lot.