Cormyr is an epic fail as far as lag goes :(

GrizzlyOso

Well-known member
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. o_O
That’s why earlier I said *some* data IS transferred. Just not the actual graphics rendering.

Ie the location , the effect, the vector. And then the client renders that.

But it should be a very small amount of data , and it shouldn’t contribute much to anything.

Possibly the effects from the effects. Ie mass aoe has to do a bunch of calcs and send all those calcs, etc. but it’s not the actual graphical part. Or it shouldn’t be.
 

Kimbere

Well-known member
Lost my lvl 16 hard core on Cormyr due to lag. Had collected 1600 out of 2000 points in the skull lantern. That was it for me. Will terminate my subscription
Given that the devs know how badly the servers are lagging, they should have set the event so that a death just removed X amount of durability from the latern instead of wiping it. Maybe 200 durability would have been reasonable?

That would have been the customer-friendly option.

Instead, as usual, they went with the NFG option and are probably standing around wondering why their VIP subscribers are dropping.

Heck, given how much of a dumpster fire the Cormyr and larger regular servers are right now, they should be giving everyone free cosmetics and mounts just in hopes they don't cancel/quit/leave the game altogether.
 

Mornyngstar

Well-known member
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. o_O
The server does not render, it transmits the data between clients and what the enemies are doing. The end result is your computer rendering the graphics. If you have a high-end graphics card, you can run High-Definition graphics. There is one thing on Client side that was affected graphics wise that they fixed. In the Crayfish room in Whiteplume Mountain the "key lights" were spaced too close together and the rendering of them dropped the frame rate.
 

Lacci

Well-known member
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.
Yes. I´m sure. Graphical effects aren´t sent by the server.
Lets say you want to cast a fireball. You press your "Fireball" key, the keypress, your location, your selected target are sent to the server, the server now calculates if you hit, considers your enhancements, the mobs resistances, vulnerabilites, etc. - all of which is data that is already on the server. When it comes to a conclusion, it sends back if you hit and how much damage the mobs take, and likely the coordinates where the fireball hits.
How the fireball looks, is 100% down to your local graphic settings and rendered by your computer.

It´s a bit like the server is the DM, you tell him that you want to cast fireball and roll your dice, the DM now tells you what happens to the monsters. How that fireball looks in your head is up to your imagination.

Now this is speculation on my part: Lag happens when the server takes too long to determine what happens with your fireball. Maybe the game has become too complex with item effects, enhancements, feats, reaper points, tons of AOE effects, etc.
It´s like every time you cast a spell, your DM has to look up the rules and you wait for the outcome.
 

Dendrix Deathblade

Well-known member
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.

Yes, because you don't send the actual graphical effects as shown on the screen, you send a code saying spell 1234 went off at location x=1, y=2, z=3. Your client picks that up message up and generates the graphical effects server side. You aren't playing with screen changes being sent.
 

Anuulified

Well-known member
I was so hoping to jump onto a 64 bit server and have no lag. It is far far worse than I have experienced on Ghal for years. Could not move. for 30 seconds at a time frequently. In quest / in harbour / market etc.
Awful. Sorry devs really hoping you had got it right but sadly no.

There are a lot of groups up as I play right now. But surely that's the point?
Another person who didn't read the release notes...
 

Bitss

VIP since 2006
It's actually quite easy to test.

Second monitor, bring up task manager.
Watch the performance tab, specifically the ethernet chart and GPU.
You will note that the bandwidth used is minimal and only spikes when moving between public areas, while the graphics processor is far more utilized. Even more so when there are more graphical effects active on the screen.

Framerate dropping is not the same as lag, though some people make that mistake understandably. Any moderately advanced graphics card should be able to run DDO at 150+ FPS.

You seem to be under the impression that the servers stream graphics to the clients. They do not.
:unsure: I'm not far enough along and I fear my employer may set me to task -- not at this, mind you.

But bandwitdh does still needs to be a consideration, right? I mean, bandwidth is the amount of info that can be sent..

And no, yeah, lag is latency which is actual loss.
 

Bitss

VIP since 2006
Graphics are generated on the client (your computer) not the server. Bandwith has nothing to do with graphical effects.
Via the video card and Video settings on the game, yes? (It's why I turned my video settings low 10 years ago. But I still lag.

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.
I didn't think it did, I'm still confused about lag and where/how it occurs. Is it users setups? Is it sloppy code? All of the above?

[]

You seem to be under the impression that the servers stream graphics to the clients. They do not.
TY for taking the time to type at me.. no, I don't think that. I don't understand why lag is and has been an issue other than to wonder if the tech is finally catching up now that BIDEN pushed B.E.A.D. and more folk will get Fiber (and hopefully with good people: ILECs with good backbones before the Spectrum and Verizon take over.. funny because ..nm, look it up "Ma bells")

Yes, because you don't send the actual graphical effects as shown on the screen, you send a code saying spell 1234 went off at location x=1, y=2, z=3. Your client picks that up message up and generates the graphical effects server side. You aren't playing with screen changes being sent.
yeah.. how does that data get transferred?

On the server when considering every single user? Yes. On the client when considering just that person? No.
But it's never just 1 person. So.. [baleeted] *** gets transfered or is it a matter or distance OR is it a 3-body problem: distance; user; hardware

**How many variables can contribute to lag/LATENCY?

... and login/logout will change (virtual, probably) server.
 
Last edited:

Ryiah

Well-known member
But it's never just 1 person. So.. [baleeted] *** gets transfered or is it a matter or distance OR is it a 3-body problem: distance; user; hardware

**How many variables can contribute to lag/LATENCY?

... and login/logout will change (virtual, probably) server.
Traditional client/server architecture has clients sending and receiving data to and from the server. Clients don't communicate with each other so any data you have on them is from the server. Typically you will receive appearance data once but for games like this one where player appearance can change you'll receive new data when character appearance is changed.

Player movement data is sent one of two ways: (a) position (X, Y, Z are 32-bit floats or 12 bytes total) and rotation (another 12 bytes), or (b) input data like which key was pressed. The latter is common for certain genres like fighting games since it can be less data than the former, but the former is much more commonly used.

If you run Wireshark (a tool for networking monitoring and troubleshooting) you'll see that this game has almost no activity. You wouldn't want to play on dial-up but you don't need to be much higher than that for it to be playable. This game is built on an engine from 1999 after all, and in fact if you look in Options -> Troubleshoot you'll see a connection speed option for speeds between 28.8K and 128K. In 1999 most people were on 56K modems.
 
Last edited:

Denis Iron

Well-known member
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, …
Its not good to talk in this forum about other game like example... But when in EVE-online was involved 7548 players in ONE battle, devs used time dilation feature (the game slows to ten percent normal speed). I don't say we have to use it here. But I think, they found a way for that problem before it appeared. Why DDO can not predict problems before release a new BIG expansion and even did not test it?
 
Last edited:

Eoin

There is something off about Drossheart and Igan
"Dungeons & Dragons Online's expansion, launched in June, exceeded expectations, though earlier challenges from the year continued to impact overall results for the
third quarter."


"A solid quarter for Daybreak driven by EQ
and LOTRO’s strong performance"


Well LOTRO's has fishing and birding... maybe we can add a "My Singing Familiars" as an activity in DDO? Sell biomes that match expansions (think Hogwarts Legacy), 3 tiered coffers (crates? baskets?) that give familiars and increased stable and hatchery space. Familiars could give minute stat boosts like curse cards. Could also sell pots to increase breeding speed and chance for rare stats.
 
Last edited:

Sylvado

Well-known member
Traditional client/server architecture has clients sending and receiving data to and from the server. Clients don't communicate with each other so any data you have on them is from the server. Typically you will receive appearance data once but for games like this one where player appearance can change you'll receive new data when character appearance is changed.

Player movement data is sent one of two ways: (a) position (X, Y, Z are 32-bit floats or 12 bytes total) and rotation (another 12 bytes), or (b) input data like which key was pressed. The latter is common for certain genres like fighting games since it can be less data than the former, but the former is much more commonly used.

If you run Wireshark (a tool for networking monitoring and troubleshooting) you'll see that this game has almost no activity. You wouldn't want to play on dial-up but you don't need to be much higher than that for it to be playable. This game is built on an engine from 1999 after all, and in fact if you look in Options -> Troubleshoot you'll see a connection speed option for speeds between 28.8K and 128K. In 1999 most people were on 56K modems.
Have you run wireshark, I would not expect a lot of data but I would expect a lot of exchanges
 

Ryiah

Well-known member
Have you run wireshark, I would not expect a lot of data but I would expect a lot of exchanges
Yes, I've run Wireshark. I thought I implied that with my post but apparently I needed to state it outright. Activity levels vary but walking around public areas the packet rate is maybe two or three per second with a length of 20 to 40 bytes. This game engine is built for modems not high speed Internet though I don't know how a raid would perform or loading the bank. I've mostly just tested public areas like the Harbor.
 
Last edited:
Top