Yeah but you know you can just log off and not play

Yeah but you know you can just log off and not play
yes amazing, just tell people to "stop playing" 4Head
Well, 60 secs x 1000+ players is suddenly a lot of time, but Im the first to admit my complete lack of programming - I made an uneducated presumption that it might be a simple thing to link the zone name.
Not really a good pont when someone wanna play after dine and costantly have to deal with the fortress barrier...its time to play go to waste and goma leave the game because he cant costantly play.
That is great news indeed! Good to hear things went well.Secrets wrote: ↑Mon Jun 24, 2019 12:32 am Just a heads up, we did get a lot of useful info as a result of the single pairing. I appreciate you guys being patient with us, and we hope you actually notice results from us being able to profile things..
Some technical mumbo jumbo below...
There was an issue with us encrypting packets in the way the game client expects them - the method was slow, and we've put in a fix for improving the speed of that function by converting it to another programming language and importing that function.
We additionally were processing 'expired' items *EVERY* server frame. This function is really expensive - there are over a thousand player slots in the game client that can contain data, and we were looping over all of them every 50 milliseconds, per player.
Additionally, NPCs would update their 'waypoints' too frequently - every frame, resulting in server strain from re-calculating waypoints every 50ms. We changed this logic to be throttled instead of processing it every frame.
You should see significantly less lag issues under heavy load and even in day to day situations. I personally zoned/changed regions a lot faster, loaded in to character select a lot faster, and loaded in from character select much faster.
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