war-on-lag

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  • EVE Evolved: Time dilation and the war on lag

    by 
    Brendan Drain
    Brendan Drain
    10.02.2011

    When EVE Online launched back in 2003, it quickly gained a following of over 40,000 subscribing players. With around 5,000 solar systems for players to explore, those players spread themselves throughout the galaxy rather than gathering in one place. Players would often come together to trade or make war, but the server generally kept up with the action. As the number of subscribers rose, the size of the average PvP fleet increased and CCP upgraded the EVE server to handle the additional load. 2005 saw EVE's subscriber numbers explode from just over 50,000 to around 100,000 players. Server upgrades suddenly didn't cut it any more, and lag began to set in during large fleet battles. Ever since then, CCP has waged a largely unseen war against the impossibility of keeping all of EVE's players in one single-shard universe. Holding on to that core ideal that's made EVE the successful sandbox game it is today, developers have pursued every avenue in the fight against lag. While funding research into Python's Stackless IO and constantly optimising code, CCP built the biggest supercomputer in the games industry to house New Eden's growing population. With over 400,000 players now inhabiting the same world and a typically weekly peak concurrency of over 50,000 characters, CCP has been forced to develop some big guns in the war on lag. In this week's EVE Evolved, I look at some of the biggest developments CCP has made in the war on lag, including the new Time Dilation feature that literally slows down time to let the server catch its breath.

  • EVE Online shows off new toys in the war on lag

    by 
    Brendan Drain
    Brendan Drain
    07.27.2011

    It's a bit of a cliche to solve a problem by declaring war on it, but in the case of EVE Online's war on lag the analogy really does seem to fit. The ever-increasing number of players places a growing strain on EVE's single-shard universe, and developers fight a constant battle to keep server performance acceptable. This time last year, the members of CCP's lag-busting development group Team Gridlock released a series of devblogs delving into all the work going on behind the scenes to fight lag and new tools like the thin client and mass testing events. In a new video devblog, CCP Veritas from Team Gridlock shows off the latest toy in the fight against fleet lag. The Telemetry profiler gives developers millisecond-accurate details of what's happening on a server node, from physics calculations and database accesses to sending and receiving of data. By capturing telemetry of laggy fleet battles on the main EVE server, Veritas will be able to directly analyse the logs to find out where optimisations are most needed so that EVE can once again support battles with thousands of players per side. Head over to the official devblog webpage or skip past the cut to watch the video.

  • EVE Evolved: Eight years of EVE Online

    by 
    Brendan Drain
    Brendan Drain
    05.01.2011

    In last week's EVE Evolved column, I celebrated the third anniversary of the column with a competition to win one of three prizes worth over 500 million ISK. Congratulations go to Uniqdragon, mdubs28 and Thorium88, who will be contacted via email to arrange receipt of their prizes. In a bizarre twist that I can't believe I haven't noticed for three years, it turns out that the anniversary of my column occurs just over a week before EVE Online's own birthday on May 6th. With that in mind, this week's column is dedicated to the game's anniversary and to looking back at another successful year. The past eight years have been a wild ride for EVE Online and its developer CCP Games. EVE has grown from a fledgling niche game with under 40,000 launch subscriptions to a global melting pot of over 360,000 actively subscribed accounts. The company itself has seem similar expansion, starting from humble beginnings as a small independent studio in Iceland and growing into a multinational monster with offices in China, Iceland, North America and the United Kingdom. In this huge two-page anniversary edition of EVE Evolved, I look at how EVE Online has kept up with the industry over the years and then go on to examine this past year in detail, from the highs and lows to all the scams and awesome events.

  • EVE Online Fanfest 2011: Final video roundup

    by 
    Brendan Drain
    Brendan Drain
    04.29.2011

    Just over a month ago, the EVE Online Fanfest was in full swing and some exciting new information on EVE's future was being released. Massively was there to bring you all the big news as it came out, but most EVE players were unable to attend the event. Thankfully, most of the Fanfest panels and events were filmed and the main ones were even streamed live to viewers at home. For those who missed all the Fanfest excitement, CCP Games has spent the last few weeks preparing those videos for launch and uploading them to YouTube. The team has also sent us 150 professional photos from the event to include in our Fanfest gallery. In this final Fanfest roundup article, we've put together a handy list of every video from the Fanfest along with a handy summary of each. Not included in the list are the very technical Dev Tracker workshops designed to inform third-party app developers. Many of these videos contain swearing and some are definitely not safe for work. Talks definitely worth watching include the CCP panel, the EVE keynote, the content panel, incursions, words words words and live events. Things you absolutely don't want to miss are the hilarious but not work-safe alliance panel, the PvP tournament finals, the war on lag talk, guest lecture "Who Needs a CEO?" by Battleclinic founder Chris Condon, CCP Sreegs' talk on security, and of course, the EVE: A Future Vision trailer. Skip past the cut for a full roundup of all the videos from this year's EVE Fanfest.

  • EVE's anti-lag Time Dilation concept explained

    by 
    Brendan Drain
    Brendan Drain
    04.22.2011

    Lag and server performance have always been important issues for MMO developers, but they've always had a special significance for EVE Online developer CCP Games. With EVE's entire population living on one non-instanced server, CCP needs to support scenarios in which a large percentage of them get together in one place. Back in August, CCP published a series of devblogs detailing the issues inherent in combating lag and what was being done to combat it. Though developments like the thin client and character nodes have proven very successful, the server still struggles when massive battles take place in nullsec. In a new devblog, CCP Veritas explains a potentially revolutionary idea for resolving lag in massive battles -- Time Dilation. Commands on the server are currently added to a queue and processed in order. If the load is more than the server can process, this queue grows at an alarming rate and the server is unable to catch up. Under time dilation, actions in the game such as firing weapons or moving would be slowed down to ensure the queue remains short and so the server stays under its maximum load. Instead of fights becoming laggy and unplayable, the entire battle would go into slow motion and remain responsive. It's no silver bullet with which to kill the lag monster, but time dilation could make massive battles a lot more playable. For more details on how the system will work, head over to the official devblog.