Guys, be patient. Wait for the 64-bit servers.

Ethril

Well-known member
While 64 bit is no a complete panacea - if you watch the interview with Tolera you will learn that there are two major things that improve.

a) The 32 bits do not address enough memory, so the game has to swap data in and out of ram sometimes. Thats very time-consuming compared to having everything in ram. This is what Tolera calls ambient lag, which will definitely be reduced or fully removed by going 64 bit.

b) With the ambient lag gone it is _much_ easier to identify, debug and fix other specific and reproduceable sources of lag, e.g. running up the stairs to loot in Shroud which Tolera mentions finding the problem in code for after the 64 bit test. So, fixing a (server) makes finding and fixing b (code) much more likely.

Obviously that wont fix all sources of lag. Latency, packloss, local computer gfx issues etc will still exist, but it is very promising. That does not help us now, unfortunately., so hopefully the process of fully migrating to 64 bit can be done soon while still being done safely.
Do they plan on fixing the lag spike issues identified now? Or wait until the new 64-bit servers roll out and only fix the new code base?
 

Vish

Founder and Winner of DDO
the question is

how many people have 64 bit computers running 64 bit systems

otherwise, they will need some new min specs
 

Ethril

Well-known member
the question is

how many people have 64 bit computers running 64 bit systems

otherwise, they will need some new min specs
Upgrading to 64-bit servers has no effect on the client requirements. Just like I'm on a 64-bit client but hitting a 32-bit server (it would just be the reverse case).
 

Mornyngstar

Well-known member
The fact you made a post believing the lag will be "magically" solved by upgrading to a 64 bit server tells me everything I need to know. I'm sure it will be better just how it was better after every other change they have made. The architecture they built DDO on is "ancient" by computer standards. Our Computers that a majority of players run DDO on are futuristic in comparison.

This server "update" is not going to solve the problem. It's just another band-aid for poor programming and a decade and more of no quality control. They want to honestly solve the problem they need to first address quality control and their lack of having any.
In the Friday at Four video:
@4:30 to 9:50 Cordovan and Tolero talk about the lag situation. Lag can come from Servers or Client or Other. The new 64 bit server reduces the server lag so they can now focus on the client and other lag. Since they had so many reports before, trying to dig out the client/other lag reports were had to do. They even found the lag cause after first part of Shroud. That has been in there since day one and with thousands of reports from people they had never found that it was an Invisible Volume Trigger that caused a lot updates. They now have something that will not just "Fix" the 64 bit server but can fix the live 32 bit servers once they get it done. They also found the cause of lag in the Multitiered Crayfish Room in Whiteplume Mountain which turned out to be Keyhole Lighting spaced too close together. Overall, this is helping not just getting the 64 bit servers ready but will help the existing game servers by reducing those lag points in game.
 

Gordo

Well-known member
"They also found the cause of lag in the Multitiered Crayfish Room in Whiteplume Mountain which turned out to be Keyhole Lighting spaced too close together". This is very specific and although I'd like to say encouraging, it also makes me wonder how many more needles there are to find in the Feystack.


In the Friday at Four video:
@4:30 to 9:50 Cordovan and Tolero talk about the lag situation. Lag can come from Servers or Client or Other. The new 64 bit server reduces the server lag so they can now focus on the client and other lag. Since they had so many reports before, trying to dig out the client/other lag reports were had to do. They even found the lag cause after first part of Shroud. That has been in there since day one and with thousands of reports from people they had never found that it was an Invisible Volume Trigger that caused a lot updates. They now have something that will not just "Fix" the 64 bit server but can fix the live 32 bit servers once they get it done. They also found the cause of lag in the Multitiered Crayfish Room in Whiteplume Mountain which turned out to be Keyhole Lighting spaced too close together. Overall, this is helping not just getting the 64 bit servers ready but will help the existing game servers by reducing those lag points in game.
 

Vish

Founder and Winner of DDO
I would say almost everyone.
not from what i read

ppl playing 10yo laptop with win7?

client lag because of outdated systems trying to match

trying to pair up just anything seems to be a problem
 

Mornyngstar

Well-known member
"They also found the cause of lag in the Multitiered Crayfish Room in Whiteplume Mountain which turned out to be Keyhole Lighting spaced too close together". This is very specific and although I'd like to say encouraging, it also makes me wonder how many more needles there are to find in the Feystack.
Later in the video they got into more detail about specific spots and direction of travel. One room in the Cogs that people said lagged bad "in that room" turned out there are 8-10 specific spots on the floor that when walked over caused lag. They can now see that and look at what is causing it.
 

Ethril

Well-known member
They also found the cause of lag in the Multitiered Crayfish Room in Whiteplume Mountain which turned out to be Keyhole Lighting spaced too close together. Overall, this is helping not just getting the 64 bit servers ready but will help the existing game servers by reducing those lag points in game.
Now if they can just fix the lag in the multi-level box room in in Best Laid Plans.
 

Gordo

Well-known member
Later in the video they got into more detail about specific spots and direction of travel. One room in the Cogs that people said lagged bad "in that room" turned out there are 8-10 specific spots on the floor that when walked over caused lag. They can now see that and look at what is causing it.
I think that is sincerely amazing. I am not a programmer so I will not comment much but to say that it is also alarming if there are so many spots like this that seem innocuous and are part of the problem *shrug*.
 

Lacci

Well-known member
not from what i read

ppl playing 10yo laptop with win7?

client lag because of outdated systems trying to match

trying to pair up just anything seems to be a problem
So where did you read that ?
According to the latest steam hardware survey, 0.0% use a 32-Bit OS.
And only 0.3% use Win 7 64-Bit.
10 years ago, 64-Bit was already standard.
 

The Nameless One

What can change the nature of a man ?
In the Friday at Four video:
@4:30 to 9:50 Cordovan and Tolero talk about the lag situation. Lag can come from Servers or Client or Other. The new 64 bit server reduces the server lag so they can now focus on the client and other lag. Since they had so many reports before, trying to dig out the client/other lag reports were had to do. They even found the lag cause after first part of Shroud. That has been in there since day one and with thousands of reports from people they had never found that it was an Invisible Volume Trigger that caused a lot updates. They now have something that will not just "Fix" the 64 bit server but can fix the live 32 bit servers once they get it done. They also found the cause of lag in the Multitiered Crayfish Room in Whiteplume Mountain which turned out to be Keyhole Lighting spaced too close together. Overall, this is helping not just getting the 64 bit servers ready but will help the existing game servers by reducing those lag points in game.

"They even found the lag cause after first part of Shroud."

Holy crap !! I missed that.

My dudes, everyone and I do mean EVERYONE here knows that lag has been there since the beginning of the universe. NOW they can actually SEE IT and FIX IT!

64-bit is the answer to everything. After a few months in there removing the server-side lag they can now finally fix ...everything.
 

Mornyngstar

Well-known member
"They even found the lag cause after first part of Shroud."

Holy crap !! I missed that.

My dudes, everyone and I do mean EVERYONE here knows that lag has been there since the beginning of the universe. NOW they can actually SEE IT and FIX IT!

64-bit is the answer to everything. After a few months in there removing the server-side lag they can now finally fix ...everything.
The number of times I keep posting about information where you just HAVE TO WATCH THE VIDEO!
On a side note I like your formatting better for grabbing the attention. :)
 

Coffey

Well-known member
the question is

how many people have 64 bit computers running 64 bit systems

otherwise, they will need some new min specs

Severlin said that they would be going forwards with 64 bit clients only. I dont know when but there needs to be some work to the 64 bit client because it is giving some players grief to the point they are stuck using the 32 bit client as a work around.

not from what i read

ppl playing 10yo laptop with win7?

client lag because of outdated systems trying to match

trying to pair up just anything seems to be a problem

I think there is definitely something to the extreme speed differences between players computers as part of the problem. The new solid state drives are crazy fast comparatively to the mechanical drives. If some players still have mechanical drives they will be completely amazed at the difference even if they dont have a bleeding edge computer.
 

AbyssalMage

Well-known member
My dudes... it's the freaking hardware.

The idea that "it's the code" is a red herring sold to you by past and present devs so they can deflect blame in what is effectively a corporate main office issue and correct answer; which is to buy better hardware.

Think about it, compare some of the modern multi-player games vs. this 20 year old "pong-like" MMO, there's zero comparison. Case in point the massive EVE online battle that took place involving 5,000 players and 100 capital ships costing almost half a million dollars (yes U.S. dollars) in damages to in-game items.

And if you know EVE you know one capital ship does more calculations than all of Orien server. It was crazy:

So, it was never the code; the bottleneck was ancient hardware from a bygone era of MMO games.

WoW classic is currently entirely 64-bit, they can accomodate thousands of concurrent players and there is seemingly zero lag anywhere.

Anyway, Tolero said that things are going so well that there is a possibility we'll be transferring off these 32-bit rust buckets by end-of-year!

Tolero... please hurry! I can't hold off the disenchanted players for much longer!
Make sure to pay him too! You need to pay him so he keeps drinking the Kool-Aid.
 

Solarpower

Well-known member
Tolero... please hurry! I can't hold off the disenchanted players for much longer!
Yes, Tolero. Please, be hurry !
Thousands of players are waiting for the big slap with 64bit servers on their faces that would finally crush those rose-colored glasses they wear. 🤣
 

Ryiah

Well-known member
how many people have 64 bit computers running 64 bit systems
Intel's 64-bit CPUs started coming out in 2006 with the Core 2 Duo. Windows Vista brought 64-bit support in 2007. So someone would need to be on a very ancient computer. It's possible but extremely unlikely especially when you consider how poorly optimized this game can be at times. Like they said though 64-bit servers don't require 64-bit clients. Good thing too because that would prevent all those crazies on 32-bit from accessing the Internet.
 
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Ahser

Well-known member
I'm a bit apprehensive of the change. On one hand, it's high time to switch to 64, on the other, I really don't want to loose anything.
 
Some of us are stuck with it after the transfer, because it bugged out. For many of my characters, the game believes there's already a character with that name on the server, and so I got stuck with a -1 after the name.

But there is no such character - when I added them to my friends list right after transfer to check who it was, it was my own character from the old server in the guild I was in there. A guild whose name I then proceeded to reuse to make the new guild.

Might be confusing. Let's make an example: (name is just made up for this example)

I transferred Gimp from Ghallanda to Orien. When it gets to Orien, it's now called Gimp-1. I try to add Gimp to my friends list to see who it is. It lists Gimp as the exact race and levels as my own character, and in the guild I was in on Ghallanda. That guild did not exist (yet) on Orien, because I then proceeded to make it on Orien - so it couldn't have existed before that.

Soooo many bugs with guild transfers.... as well as "WAI" stuff that really ought not to work that way.

So yeah, 64bit server sounds OK. But there's a LOT of stuff to be fixed before it's a good idea to consolidate servers. And in the mean time, we get a further split player base.
I had no idea you were on Orien dude.......I've seen other Thac0 refugees as well......but then, I'd have to venture into pugland and that's yucky.....
 
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