cRPG
cRPG => General Discussion => Topic started by: woody on August 21, 2011, 03:46:27 pm
-
Tried to play today about 1 o'clock (BST) and lag was unplayable (EU2).
Is this a problem alot of people have and could it be sorted by a collection for server upgrade/connection? I'd happily chuck a few euros in.
Switched to a native server and no lag at the same time so probably not my computer/internet connection.
thx
-
i found heavy lag on siege servers with 80+ players. ping raising from 50 to 90 with near 120 players and lag spikes / unregistered swings / blocks
-
I currently have some sort of weird lag on the forums I never had before.
Sometimes when I write things, they are registered several seconds later. Seems to me the connection is jumpy. And I don't have any problems with other websites.
-
I currently have some sort of weird lag on the forums I never had before.
Sometimes when I write things, they are registered several seconds later. Seems to me the connection is jumpy. And I don't have any problems with other websites.
visitors can't see pics , please register or login
-
Yeah, the more players are online, these weird anomalies start happening, no matter what ping I have.
I recently solved my latency issue, so I'm getting my old 30-50s latency range again.
Still, there are a lot of non-registering blocks, (the guy who killed me says that there was NO BLOCK AT ALL, wtf)
Super fast hits, like when the animation just hits instantly on my screen, an much more stuff.
-
I'm afraid that siege is horribly coded. Not sure if we have the strenght to fix the original TW code :)
-
I'm afraid that siege is horribly coded. Not sure if we have the strenght to fix the original TW code :)
well we should also note that warband engine is not made to run 120 players... but armagan seems to not give too much care about that.
i just came out of a 90 players siege. all seems fine there. ping is just a notch worse. like 60-65 from usual 55. not a lot of unregistered swings.
i just noticed my ping improved a lot when my ISP raised upload speed from 384Kbps to 1024Kbps. but still over 60-70 players, ping keeps getting worse. maybe fiber cable users don't have this issue... still third world ADSL tech like we have in italy, will not improve until 2020... talking about italy.
-
It's all Berlusconi's fault.
-
It's all Berlusconi's fault.
indeed. that "man" stolen so much, we could have free fiber for thousand years.
-
I also experience a lot of what is described above, especially the "blocks that don't count" part. I love that part. Also: Occasional rubber-banding when my ping is fine (50). Sometimes the game will hold my attack indefinitely; solved by clicking attack again. Sometimes I attack twice in a row with a single click. Sometimes an attack from one direction will turn into an attack from another direction halfway through the animation. Arrows and overhead attacks like to pass straight through enemies without any effect. etc etc.
Is the player cap on siege servers a little high for M&B?
EDIT: Typo
-
Still, there are a lot of non-registering blocks
Super fast hits, like when the animation just hits instantly on my screen, an much more stuff.
Same, and I hate it.
-
We have two siege servers (EU2 and 5) with one mostly vacant.
Would it be possible to limit numbers on each to say 60? Means both servers would be used.
-
That sounds quite Reasonable.
Anyway, what's the maximum population Warband was made for? 64?
Maybe that's why we're getting some anomalies.
-
That sounds quite Reasonable.
Anyway, what's the maximum population Warband was made for? 64?
Maybe that's why we're getting some anomalies.
i don't know. when the pecores opened the first EU_4 back in 2010, they had a 200 player limit. lag kicked in when the server had about 160-180 players. maybe is just a siege code/netcode issue.
so the woody suggestion is good imo.
-
Siege is more intensive for your personal computer (more meshes, textures to load etc. than battle) and for the server (fsm knows why).
Siege map makers tend to make very detailed and way too big castles.
The forum related problems I was experencing vanished as I noticed I had a minecraft server running in the background :mrgreen: (hey it's an old laptop)
-
Siege is more intensive for your personal computer (more meshes, textures to load etc. than battle) and for the server (fsm knows why).
Siege map makers tend to make very detailed and way too big castles.
The forum related problems I was experencing vanished as I noticed I had a minecraft server running in the background :mrgreen: (hey it's an old laptop)
hmm it's not related to clients. at least not for me. i think a [email protected] + an ATI 6970 should be enough for warband :wink:
since even a E6600+4870 or 5770 can handle it at 120fps.
-
hmm it's not related to clients. at least not for me. i think a [email protected] + an ATI 6970 should be enough for warband :wink:
since even a E6600+4870 or 5770 can handle it at 120fps.
It is clearly enough. And I doubt you have less than 6Gb DDR3 ram.
So I guess we just have to blame TW's code like for everything else. Siege spawn script ftw. It is actually possible that the synchronisations in the code are done in such a way that the game will stutter under some conditions no matter the CPU and all that. Doesn't help much but heh.
-
It is clearly enough. And I doubt you have less than 6Gb DDR3 ram.
So I guess we just have to blame TW's code like for everything else. Siege spawn script ftw. It is actually possible that the synchronisations in the code are done in such a way that the game will stutter under some conditions no matter the CPU and all that. Doesn't help much but heh.
i ever tought of packetloss/netcode related issue because fps are fine, cpu time is fine, no debug errors, but blocks/swings are slow/unregistered like playing under heavy bandwidth usage condition. as chadz stated, must be the siege code
EDIT:
yes my machine is ok for warband but maybe my old zyxel dsl router and the crappy italian dsl are to blame.