lag

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  • CCP dev blog addresses lag issues, new features

    by 
    James Egan
    James Egan
    09.25.2008

    The latest EVE Online dev blog comes to use from CCP Atlas, and deals with some sweeping changes to that most problematic of systems in the game: Jita. In "A Tale of Two Cities," CCP Atlas makes an analogy between the conveniences of city life and the similar situation of pilots seeking convenience in EVE, often needing to cross through the busy system to reach a destination. CCP's solution is to decentralize Jita from routes between solar systems. In effect, limiting the non-commerce presence in the Jita system, so it can -- hopefully -- continue in its established role as a market hub in New Eden without being a detriment to the players in terms of lag. Once the changes go into effect, players will no longer need to navigate through Jita to reach their destination (namely the Ruomo constellation), nor run agent missions in Jita. That is to say, Jita, as previously announced, will be a dead zone for mission agents; mission runners given missions from agents outside of Jita will not be sent into or through Jita as part of their mission completion.

  • Even NPC agents are running from Jita's lag in EVE

    by 
    James Egan
    James Egan
    09.17.2008

    Despite being the most notoriously lag-choked solar system in EVE Online, the teeming trade hub of Jita remains a central destination for all things bought and sold in New Eden. Jita is very much a victim of its own success though, as we said before: "Not a day goes by without an EVE pilot, somewhere, cursing Jita and calling for the system to be nuked." The Need for Speed initiative launched by CCP in 2007 aims at improving both server and client performance, and their latest announcement -- the removal of agents from Jita -- is the latest effort they're using to combat lag. This writer feels you're just begging to have your mission probed out, or you might have a masochistic streak by dealing with Level 4 aggro coupled with Jita lag, but that's not for us to decide.Apparently a number of mission runners use agents in Jita, but according to CCP Wrangler, these players will soon be receiving EVE mails "informing them that the agents are relocating and the date of the downtime when the move will take place. From that point the agents will cease to offer new missions but they will accept ongoing missions, and of course they will resume their normal activities after the move." We'll see how well removing mission runners from the fabric of Jita's lag will improve the situation, but this might be a step in the right direction. The relocation of agents is likely one of a number of steps CCP Games will need to take to deliver smooth gameplay to a playerbase that keeps growing every year, making lag issues more pressing. On the topic of being relocated, have any of you ever gotten stuck in Jita and needed to be moved by a GM?

  • The Warhammer Online open beta test has begun

    by 
    Samuel Axon
    Samuel Axon
    09.07.2008

    Mythic Entertainment just opened the virtual gates for the Warhammer Online open beta test. After fans spent half the morning expressing their impatience and Rickrolling one another on the game's various forums, the log in program/patcher suddenly stopped telling everyone they didn't belong and said, "Come on in and play!" Well, for most people anyway. It turns out that some folks still can't log in, but be patient; your time will surely come.We're sure you can expect massive lag and overcrowding if you try to play today (or probably at any point in the open beta, really) but if you're willing to weather such tribulations, then by all means, grab your own Warhamma' and log the hell in!If the lag proves too much for you today, or if the servers just explode, feel free to continue reading our extensive coverage. Otherwise, we'll slay you, err, see you there! Did you enjoy this? Make sure to check out all of our previous Warhammer Online features, and don't miss any of our ongoing coverage as Massively goes to WAR!

  • Time Warner Cable customers experience World of Warcraft trouble

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.13.2008

    Many of us with cable internet connections are well aware of the problems that arise when cable companies specifically block certain applications, such as the recent problems with Comcast blocking Bit Torrent. It looks like there may be a similar problem with Time Warner and Roadrunner Cable, as many of their customers have found to it difficult to impossible to play due to lag and latency issues for some time, reports the New York Post. To some extent, both TWC and Blizzard have been blaming each other for a while, with Time Warner claiming they have done nothing to block any packets or traffic related to World of Warcraft, and Blizzard pointing out that all of the players on the east coast with these problems are Time Warner/Roadrunner cable customers. It's difficult to say if Time Warner is being genuine in their confusion, since other ISPs have lied about similar issues in the past, but there are signs they are taking this seriously. They have contacted Blizzard's ISP, and players are saying that they have been contacted by Time Warner representatives looking to fix the problem. Seeing the issue making it into print media, perhaps, will give them the extra initiative they need to get it completely sorted.

  • Forum post of the day: Dialing it in

    by 
    Amanda Dean
    Amanda Dean
    08.04.2008

    I've been what you might call and internet junkie for about 15 years. I remember the old days of 2400 baud dialup. Highlighs of that era include bulletin boards, IRC, and elm for email. At this point I could not imagine life without high speed internet. Data transfer for WoW during playtime is minimal, but I had no idea that some people use dialup for WoW. Kaikais of Azgalor asked the general forums today how far one could go on dialup. He says that he's reached level 70 and is now faced with the challenge of gearing up his characters. His concern is being able to seriously raid or PvP with such a connection. Some mentioned that they have either experienced dialup themselves or have had raid members that relied this type of internet connection. Many reported lag and limitations with Ventrilo, most seem to be getting along alright on an old school connection.

  • Age of Conan: The siege warfare is a buggy lagfest

    by 
    Matt Warner
    Matt Warner
    06.20.2008

    Age of Conan players should think twice about partaking in the lag-ridden siege action this weekend; they're better off waiting until this coming Monday's patch. The naysayers concerns from beta were certified two days ago, when Sinister took part in Age of Conan's first full on siege since the game went live. If you want the quick recap it was buggy and the performance was terrible; however, Funcom deserves kudos for responding as quickly as they did. Unfortunately, the only viable solution at this time is for players to crank down the graphics and wait it out. It's hard to tell from the picture but it shows 0.3 fps and a 3389 ping, with many players reporting similar results on their superior gaming machines. Since Funcom's response a player reported better performance on the second siege averaging about 15 fps on dual 8800 GTs.We'll see if Monday's patch improves the performance or not for all players involved. If you'd like to see some rough footage from the second siege battle Sinister has posted it on their website. (NSFW)

  • Improvements to Tabula Rasa's performance on the way

    by 
    James Egan
    James Egan
    06.08.2008

    The most recent iteration of Tabula Rasa's Feedback Friday brought the announcement of a change to how the client will work in future deployments of the game. "The Bubble," as they call it, is an optimization that the developers hope to roll out in a future build of Tabula Rasa's Deployment 9. Until now, all static map objects such as rocks and trees loaded up front, but at the cost of decreased system performance. The Bubble will limit the client to loading only those static objects within a certain distance from the camera. The end result promises to be a client that uses less memory and delivers increased performance. They would, however, like help from the players with testing the bubble feature once it's viable. As always, Feedback Friday also addressed player questions and concerns, namely that logout countdowns in PvP will stop being exploitable in Deployment 10. As it stands, players can evade combat during clan-wars by simply logging off. Another issue in the game that's being resolved is the common complaint about how difficult it is to keep track of friends. Presently each time a player creates a new character, they must reinvite all of their friends, ad nauseam. So beginning with Deployment 9, both the friends and ignore list are now user-based instead of character-based. This change alone will eliminate a number of headaches for TR players, but check out the Feedback Friday page for more details on how the game is evolving.

  • Gamers on the Street: Oceanic players persist despite performance issues

    by 
    Lisa Poisso
    Lisa Poisso
    04.14.2008

    Gamers on the Street logs onto U.S. servers to get the word from the front on what's going on in and around the World of Warcraft.Oceanic players continue to snarl this week at continued server performance issues that cramp their play. Oceanic subscribers playing from the other side of the world have dedicated servers, yes – but the servers are physically located in North America, and no consideration seems to have been given to shifting maintenance and resource-intensive background processes to non-peak local hours.Needless to say, a good number of Oceanic players are up in arms over spiraling post-2.4 performance issues. Blue reps continue to take the heat from red-hot flames, reflecting a continued determination to work through the problems. We decided to pop in on a couple of Oceanic servers themselves, away from the heat of the forums, to see what the player temperature seemed to be.

  • Mr. Driller Online's lag-tastic online play

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    04.03.2008

    We've received some tips indicating that Mr. Driller Online for XBLA is having a problem with the, er, "Online" portion of the gameplay. It seems that while the person hosting an online game is just fine, the connecting player can't drill anything. X3F put together a video of the bug, which we've placed after the break.Another test of Mr. Driller's online capabilities was done today with the same broken result. No word on whether a patch is in the works. Best to save your 800 MS points for the moment, as there's no sense in supporting broken titles. Gallery: Mr. Driller Online (XBLA)

  • Survey: Religion and Second Life -- part 2

    by 
    Akela Talamasca
    Akela Talamasca
    03.31.2008

    Assistant Professor of Religious Studies at Manhattan College in NYC Robert Geraci has continued his survey of religious practices and opinions as they relate to Second Life, which was first given some coverage in the Second Life Insider. This new survey is slightly longer, but can be completed in under 5 minutes. Preliminary results from the first survey were informative, according to Mr. Geraci, and he's hoping for a greater turnout for this one, so do help him out!Most startling statistic from the first survey, to us: 20% of the community would consider SL an attractive alternative to earthly life if they could have their minds uploaded into it. Really? Are you ready to deal with crippling lag, serious unexpected destabilization, and -- *shudder* -- copybots? Here's an interesting theological debate: what happens to your soul when the grid goes off-line?[Thanks, Robert!]

  • Tournament Test Realm: The good, the bad, and the bovine

    by 
    Amanda Dean
    Amanda Dean
    03.04.2008

    The Arena Tournament Test Realm (TTR) has been live for a few days now. It seems there have been some hiccups, which is to be expected during a stress test. Hortus has popped up in a few instances on the TTR forum to address some of the major concerns that players have brought up. Lag is far and away the biggest issue on the TTR. Hortus indicated that one of the main functions of the TTR is measuring the best way to handle the massive number of contenders on the official tournament server. Blizzard currently has no plans for opening up any new TTRs to relive the stress. Logging into the server, I find the term "laggy" to be an understatement. Movement is dizzying, and players crowd around.

  • Games that shouldn't be MMOs

    by 
    Akela Talamasca
    Akela Talamasca
    02.28.2008

    Here's a corollary post to an earlier story. Our cousin site, Cinematical, has brought teh funneh with a post about which board games would make awful movies. In that spirit, we now present to you a list of games that would make terrible MMOs, in no particular order.Please note that these are merely our particular opinions, and we're not saying that a cleverer-than-thou developer couldn't make a great MMO out of these games ... but for reasons we'll state here, it's highly unlikely. Then again, sometimes the best-sounding ideas turn out some awful games themselves (*cough* Fury *cough*), so it all evens out. Excelsior!

  • GDC08: Xfire's video capture beta

    by 
    Mike Schramm
    Mike Schramm
    02.21.2008

    We missed this story last month, but our intrepid on-the-ground crew at GDC has found it out for us: Xfire, the PC chat client/game launcher/social networking tool, has introduced a beta video capture module into their application. Taking a cue from sites and services like WeGame, they are using their own video codec (xfcodec, which unfortunately won't work with a few video applications yet), and letting you record video on the fly during any Xfire-enabled game. We're told that a future version will enable you to upload your videos directly to your Xfire profile.As you can see above, despite YouTube's horrible compression, the video itself doesn't look too bad. And James Woodcock, who took this video, says that while the audio still has a few issues, the video quality before compression is "exceptional." Not everybody is thrilled -- the client can sometimes cause lag and drop frames -- but Xfire says they want to hear about any issues you have. Anyone tried it yet?

  • Second Life on an iPhone

    by 
    Akela Talamasca
    Akela Talamasca
    02.13.2008

    At first glance, this looks like Second Life running on an iPhone, but this is not the case. Instead, it's more of a SL-by-proxy sort of situation, where commands being entered through the iPhone interface are transmitted to an actual SL session running somewhere. There is a slight lag to the proceedings, which any resident of SL will be well familiar with.Is this tech demo interesting in anything more than an academic way? If you could access SL through an iPhone remotely like this, would it be worth it? What if you could run World of Warcraft like this somehow -- would you? At what point is going mobile more trouble than it's worth?

  • MythBuster Hortus says "No PTR caused lag"

    by 
    Adam Holisky
    Adam Holisky
    02.12.2008

    When I woke up this morning I was greeted to two things: a fist full of WoW news to report on, and my daily dose of MythBusters. Interestingly I found that our chummy Blizzard PTR forum poster Hortus has taken up dispelling some myths of his own. This myth is so epic that I think it would make for a good computer nerd edition of MythBusters.The myth is this: every time the PTR goes up, my server slows down. I play mainly in two different servers, Anvilmar and Eldre'Thalas. I've heard it claimed often enough on both servers that the PTR seriously effects stability. Most people claim this is because the PTR and the server hardware are on the same "rack." Most servers are just a small gray box with a few blinking lights on the front of them, and lots of connection ports in the back. When making a server farm, like Blizzard has scattered throughout the country, they physically put the servers in clusters, called racks (no, not that kind of cluster, well kind of, but that's beside the point).

  • Raid Rx: I feel the need... the need for speed Part 1

    by 
    Marcie Knox
    Marcie Knox
    02.05.2008

    Raid Rx is designed to encapsulate and cure the shock and horror that is 25-man raid healing. Ok, so it's mostly horror... Anyways, if you're a big fan of X-TREME Whack-A-Mole (or are being forced into it against your will) this is the column for you. I prefer to remember Tom Cruise as he was in Top Gun, crooked smile and no couch jumping. This is Part 1 of a two-part series on reaching your full casting potential. Today we're going to cover how to get around inherent casting latency and next week I'll assault you with so much info on how haste rating affects healing, you'll come back here to hide. First I'm going to give you a bit of background, so grab your blankie and settle in for a story of mystery and intrigue. Once upon a time, all of the Elitist Jerks healers prayed to the god of stopcasting. Me, being in SSC at the time, figured if all the cool kids were doing it, why not lemming along, too? So I did me some research.

  • Second Life helps model real life transit system

    by 
    Akela Talamasca
    Akela Talamasca
    12.21.2007

    A University of California, Irvine computer scientist named Crista Lopes has been using Second Life to work on her rapid transit project called SkyTran. Apparently, SL's physics are close enough to real life that a workable simulation of the system can be built initially, with tweaks to the controlling software to be made upon export from SL.There's more to the article beyond what I've summarized here, and you can see a video interview with Ms. Lopes here. This would be reporter Colin Stewart's first visit to SL, apparently, judging by his newbie avatar looks; or perhaps he just doesn't care to spend the time customizing. There's a cute bit where he says 'ouch' as he hops into one of SkyTran's cars and gets pushed through a bush. I love seeing things like this, but I hope Ms. Lopes remembers to adjust for the absence of lag. [Thanks, Colin!]

  • Media Player boosts WoW performance

    by 
    V'Ming Chew
    V'Ming Chew
    12.19.2007

    Many players have experienced faster WoW loading times with Windows Media Player (WMP) running in the background. Some players are also reporting lower latency and higher frames per second.This tip surfaced in the Europe forums late November and was picked up by the US forums two weeks ago. Many players are reporting shortened loading times, some by more than 50%.I did a quick test and found that by running WMP in the background, minimized and not playing anything, the login screen popped up about 20 seconds quicker than usual. The world loading time (time between clicking Enter World button and character appearing on screen) was also faster by about 15 seconds. However I did not see any significant improvements in latency or framerate. To eliminate performance boosts due to caching or preloading, I rebooted my machine between each set of timings.Some players have also suggested adding:SET timingMethod "1" or SET timingMethod "2"to the config.wtf file to achieve the same effect without running WMP. For me, this shortened the time for the login screen to appear by 20 seconds as well, but only shortened world loading time by 5 seconds. Combining WMP and the config.wtf tweak resulted in the same timings with just running WMP alone.There's been no official Blizzard response to this yet, although a likely explanation is that WMP modifies how your computer handles background applications. With WMP open, all available CPU resources apparently become allocated to WoW, leading to better performance.Does this quirk work for you? Do you see any improvements in framerate and latency?

  • The end of the (patch) day

    by 
    John Himes
    John Himes
    11.13.2007

    It's the end of the day (or nearly there) and, if you've logged on at all, you've patched WoW up to the latest version. Oftentimes, patch days are fraught with server instability and all sorts of other issues in game. On top of those problems, UI mods get thrown out of whack and usually must be updated in order to avoid screens filled with annoying error messages.Personally, this patch day was one of the smoothest I can recall in recent memory. Once the servers came back up, I was able to log on right away with no queue and no apparent latency. As the afternoon wore on into evening, there were a few rough patches of lag, but they smoothed out after a little while, never to return. My most important mods were already updated and I can live without the rest for a couple of days. I purposefully try to avoid a reliance on UI mods, which is always helpful on patch days, so I'm not sure that my experience was shared by many other WoW players. Even so, my guildmates who rely on mods more than I do also seemed pretty happy with the transition to the new patch, so hopefully things went well for the majority of WoW fans. How did the patch treat you today? Did you bother logging on at all? If you did, have you had a good experience thus far?

  • Punch-Out!! leaves HDTVs down for the count

    by 
    Eric Caoili
    Eric Caoili
    04.26.2007

    Many who've downloaded the Virtual Console's Punch-Out!! release are reporting that the boxing game isn't playing well with their HDTVs. Timing is paramount if you want to dodge punches and have your own jabs connect, but the HDTV response lag that sometimes occurs has a habit of knocking Little Mac's bloodied face onto the canvas, leaving him too dazed to even focus his eyes on the mouthguard dropped inches away.Gamers with SDTV's haven't been experiencing any lag between their controllers and the onscreen fight, and explanations for the decreased response time lean towards blaming the televisions, so Nintendo doesn't seem to be at fault this time. Have you noticed any HDTV lag with Punch-Out!! or your other Virtual Console purchases?(We know that Mike Tyson isn't in the VC release of Punch-Out!, but we saw the above comic at The Librarianist, and couldn't stop ourselves from using it!)