Bitss
VIP since 2006
Several thousand things changed since reboots started.[] something changed, something broke[]
Several thousand things changed since reboots started.[] something changed, something broke[]
PSA: if you are experiencing performance issues in Stardew Valley 1\.6, remove all hats from pets\. We will address the problem as soon as possible
Basically all of that is coding.There's something to the amount of data the game needs to send us. AND the hardware they're sending it from -- + Ethernet/Fiber transmission.
And then there's how many fancy things WE wanna see **and the data we need to send back to "SSG."
Right? No? I mean.. it can't all be coding.
Just for reference, data received from SSG during a quest (solo, heroic, monk) was less than 100kbps. Data sent to SSG during that same quest was less then 25kbps. Changing areas was far more stressful on the connection (peaked at about 450kbps)There's something to the amount of data the game needs to send us. AND the hardware they're sending it from -- + Ethernet/Fiber transmission.
And then there's how many fancy things WE wanna see **and the data we need to send back to "SSG."
Right? No? I mean.. it can't all be coding.
Paying to do testing for them, and using my limited play time to write detailed bug reports? Sounds less like being VIP than being an unpaid intern (but worse! Paying for the privilege.)Instead of complaining, submit bugs to where, when and what caused the issues? This is a test server for all intents and purposes, and everyone complaining instead of bug reporting ARE the problem. Leave that server if you are not contributing and just complaining? Food for thought.
Huh.. so no bandwidth involved.. huh..Basically all of that is coding.
If I can pinpoint a bug, I will file a bugreport.Instead of complaining, submit bugs to where, when and what caused the issues? This is a test server for all intents and purposes, and everyone complaining instead of bug reporting ARE the problem. Leave that server if you are not contributing and just complaining? Food for thought.
“bandwidth” in a game like this is almost always coding over “bandwidth”.Huh.. so no bandwidth involved.. huh..
1. People have been complaining about lag for a long time now.If I can pinpoint a bug, I will file a bugreport.
But:
* This is not a single bug that an enduser without inside knowledge can see
* I am a paying customer (VIP). And in so, I expect that the product has passed Q&A.
Lag makes all servers unplayable at this moment, not only Cormyr. This is so since the release of Myth Drannor.
As a DEV, you need to start searching in what you changed prior to that.
It has been bad before, and fixed to the level of ‘annoying but acceptable‘ multiple times before.
This time it has stayed terrible for months now.
What we see here is a system running on ancient technology, which has accumulated an humongous amount of technical debt and has an unfit software architecture for this scale (monolithical).
It is a job that takes years but a lot less than just recreating a system with so much contents and is so customizable.
This calls for a long term strategy and is crucial for survival long term.
Parallell it stays perfectly possible to add or change content, as long as the engine doesnt have to change
Here I repeat myself…priorities (free, short advice from a saas software architect, @Cordovan yes I am willing to take a not-free-look-under-NDA)
1) fix introduced bugs in spring this year
2) everything 64bit, a modern OS
3) here comes the real job…..split the monolith into jobs/responsibilities (microservices) 1 thing at a time. For example: Authentication, Dungeon instance, public instance, communication (messagequeue), Bank access, Character Creation, …
These should all be loosely coupled processes that communicate with eachother.
This allows you to go entirely virtual with automatically upspinning or powering down servers when necessary
For the outside world it looks like 1 server, but in fact it could be 1 or 379.
4) Here you should have something scaleable and manageable, keep innovating
This goes way beyond the developers and beyond Q&A, this is a company (management) decision.
I did say how this would probably be handled in our SAAS company in another thread
As a paying customer that doesn’t receive what is being paid for, you have only 2 options:
1) complain hard, say it together with everyone affected and make it clear that this is unacceptable
2) don’t pay anymore, walk away
This is global economic phenomenon, a dissatisfied customer that does not get what he pays for… leaves,
and if too many do that, the result is bankruptcy
So I would say we are very patient and friendly to complain on something we have 0 influence on in another way
Yes, because lag ist delay in networking, the data that is being sent from the server to the client doesn´t change with the clients graphics settings.
Many people confuse stuttering due to high graphics settings with lag.
Who are "they" ? The servers ? The servers don´t render any graphics, they don´t have graphic settings, how should they be bottlenecked by it ?
You so sure? All the grapical effects SSG added? Bandwidth is the space needed to throw all those things into existence. Bandwidth allows for all that DATA to flow.“bandwidth” in a game like this is almost always coding over “bandwidth”.
There’s not large amounts of data being sent around, so optimizing the engine around the calls is far more important than just raw “bandwidth”.
Well, I certainly know the size of pipe doesn't affect graphics rendering. I don't even know if you're being sarcastic. Pretty sure you're not though.You so sure? All the grapical effects SSG added? Bandwidth is the space needed to throw all those things into existence. Bandwidth allows for all that DATA to flow.
LATENCY (lag) happens when it can't or it's slowed.
Graphics are generated on the client (your computer) not the server. Bandwith has nothing to do with graphical effects.You so sure? All the grapical effects SSG added? Bandwidth is the space needed to throw all those things into existence. Bandwidth allows for all that DATA to flow.
LATENCY (lag) happens when it can't or it's slowed.
No, the server generates a command (probably something along the lines of 16 bits) and sends THAT to the client. The Server generates NO graphics.K.. but graphics is generated by their server, right? not trying to be a smart-ass, I just don't understand how we have all this fancy and their servers just shrug.
So SSG can intro graphical effects galore with no lag? I find that hard to believe. The data still has to be transferred, amonst X users. The game still has to know what it's doing/rendering/rolling.No, the server generates a command (probably something along the lines of 16 bits) and sends THAT to the client. The Server generates NO graphics.
It's actually quite easy to test.So SSG can intro graphical effects galore with no lag? I find that hard to believe. The data still has to be transferred, amonst X users. The game still has to know what it's doing/rendering/rolling.![]()