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View Full Version : Gu32 planned for 28/2 - any chance to see the Rendering/ Serverside Lag being fixed?


SinIsLaw
02-27-2007, 07:21 AM
I’ve been trying to keep track of the recent TU notes, and failed to see anything being mentioned that the Rendering problem has been address nor the server side lags caused by mentoring, deleveling or charming ... I know you have pushed out a patch on Friday, fixing the mentoring causing people to crash to the desktop - and when I mentored again on the weekend to farm in FG for transmuting stuff I was horrified, 5-10 sec LAGs when mentoring and similar when unmentoring ... almost unbearable.     Don’t take me wrong, I’m looking forward for epic 4.0 and unrest, but imho these 2 HUGE game play bugs/ issues are really getting old and on a lot of players nerves!!   I do really hope that you don’t use any of the charm/dell abilities in Unrest while this ability don’t work form the server end without a lag! As it for sure would screw up yet another great experience by fight against bugs with luck, rather then with fun and skill.   So pls, have mercy with our souls - and fix the lags and rendering issues -  and make a lot of people happy (well a certain gardener would surely received a serious beating over the coming weekend over various servers then)

Thunderthyze
02-27-2007, 10:15 AM
<p>Don't know if this is related but in TT yesterday (26th) around 10.00 ~ 11.00 am (GMT) and had a series of horrendous lag spikes. At least three, each lasting 20 secs, observed by the other 2 members of my group while unmentored. This happened again during the evening while soloing SS.</p><p>Had another thing happen yesterday evening too whereby action buttons were greying out even though you could continue to use them. There was quite a bit of talk too on the lvl 70 channel about Sprint being bugged and showing an absurd reuse time. Once again it was found you could hit sprint when the timer would normally refresh it even though it was still "greyed out".</p><p>This was seen on Runnyeye server.</p>

Sebastien
02-27-2007, 10:33 AM
<p>At first I did not experience this issue much.  After the patch where they added code that was to improve the situation, I began to experience it.  My guildmate has it really bad.  The rendering lag seems to vary by zone and by npc type, which is strange.  The minotaurs in Runnyeye have it the worst.. they will stay invisible for upwards of a full minute for both of us.</p><p>So overall this issue has been getting worse, not better, and I don't understand why.  I think it's very frustrating for a large number of players.</p>

SinIsLaw
02-27-2007, 11:08 AM
yeah, there must have been a server hickup yesterday! On Guk, while in a group in HoF - all our recast timers turned all of sudden to 49days. And a guildmate yelled over Vent that he got the same while he was in SS .... very odd! The Serveside lags, which I think are caused due to em needing to recalculate a character stat (in case of charm, lag or delevel) are really the worst thing imho! I can't say that i have seen em in KoS when some one was charmed by a Gazer in DT (but then again this had been bugged as well for ages), in EoF these Lags related to adjusting a characters stats is really taking tons of fun of the game imho! Spending  an evening fighting an epic, which you know you can beat, but fail as the server lags you out to long, is for sure not my defenition if entertainment The idea of a charm or delevel even while group instances is nice, would love to see it even in Unrest ... but with the current state that mechanism is implemented, it would just make the zone just another annoying bug packed zone where you need to bring more luck then skill

sayitaintso
02-27-2007, 11:44 AM
The lag and rendering are probably two seperate issues. The lag seems to slow everything down, While with the rendering bug you can be running along fine and suddenly out of no where MoBs/NPCs appear... I am not so sure SOE is doing anything about the rendering issue. It's been 3 months now and no talk of it since that small post that said "We know about it and are fixing it" about 2 months ago....It's still there, as bad as ever, and I'm not sure it's not part of the code. Let me explain.. Take a scout to PoF and track gobins...A few will show up, then pick one about halfway down the list and start tracking it...Before you get to it, you will get jumped by more goblins that did not render and did not appear on tracking..If the didn't appear on tracking then the server is not sending you that information...Like they are purposely trying to hide these goblins from you until you get right on top of them...See invis doesn't make them appear so it's not like they are invis...They are there, but they don't show up until you get right on top of them...SO it's either a code bug that causes them to SPAWN right on top of you (not just render, but actually enter the game) or it's done purposely.. One more thing I have noticed is that it happens the most on the MoBs that are easily grouped together to be AoE'd to death by groups of farming wizards. MAYBE this is SOEs way of trying to curtail their activity..(it isn't working by the way)

Spyderbite
02-27-2007, 11:58 AM
[email protected] wrote: <blockquote><p>At first I did not experience this issue much.  After the patch where they added code that was to improve the situation, I began to experience it.</p></blockquote> I think, and I could be wrong, but this code addition was to fix the in render lag of NPC's, mariner bells & mailboxes. I don't recall the developers stating it would help with mobs though. There have been performance tweaks posted in the past that greatly reduce the render time of NPC's and objects. Unsure if it also helps with mobs. There have only been a couple of occasions for me when a mob insta-appeared/attacked on me. I'm just really glad that other players are rendering faster than they were before. That was getting really frustrating to be out harvesting then suddenly ganked and killed with no evidence of anyone around except the yellow circles on the ground. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />

Thunderthyze
02-27-2007, 12:20 PM
[email protected] wrote: <blockquote><blockquote>I think, and I could be wrong, but this code addition was to fix the in render lag of NPC's, mariner bells & mailboxes. I don't recall the developers stating it would help with mobs though. There have been performance tweaks posted in the past that greatly reduce the render time of NPC's and objects. Unsure if it also helps with mobs. There have only been a couple of occasions for me when a mob insta-appeared/attacked on me. I'm just really glad that other players are rendering faster than they were before. That was getting really frustrating to be out harvesting then suddenly ganked and killed with no evidence of anyone around except the yellow circles on the ground. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></blockquote></blockquote> Well I don't know but this problem seems to be getting worse, or at least more prevalent recently. QH is terrible having to stand around for the broker (as well as those PC's already interractibg with him/her), mailbox, harbourmaster, mariner bells and merchants to decide to render.

Beldin_
02-27-2007, 12:39 PM
[email protected] wrote: <blockquote>The minotaurs in Runnyeye have it the worst.. they will stay invisible for upwards of a full minute for both of us. </blockquote>I also noticed it the most with the minotaurs in Steamfont, all other mobs render fine, but the minotaurs  need 30-40 seconds or whatever. Also some Quest-NPCs in Steamfont take long to render, you can even target and hail them, and talk to them .. but you don't see them <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" />

Zagats
02-27-2007, 01:43 PM
Im having alot of rendering problems in general.  I'll walk up to the docks in TS and it'll take upwards of 45 secs before I can see the bell to Nektulos Forest.  Go up to a mailbox, about 15 secs before I can see the mailbox itself.  Walk up to quest giver n turn in guy, or where one should be, and he's invisible for about 15 secs.

Mirander_1
02-27-2007, 02:25 PM
Here's what I've noticed about the whole rendering problem: -It's MOB-specific.  So far, I've noticed it with Minotaurs, Sandscrawler Goblins, and Anaz Mal Gnolls.  Everything else I've encountered seems to render just fine. -you can mouse-over and target unrendered MOBs.  If you wave around the mouse cursor when going into an area where you know these problems appear, the cursor will light-up like normal when it passes over where the MOB is supposed to be; however... -you can't tab-target unrendered MOBs.  The game simply doesn't recognize that there's anything there when you hit the tab-key.

Sebastien
02-27-2007, 03:17 PM
[email protected] wrote: <blockquote>The lag and rendering are probably two seperate issues. The lag seems to slow everything down, While with the rendering bug you can be running along fine and suddenly out of no where MoBs/NPCs appear... I am not so sure SOE is doing anything about the rendering issue. It's been 3 months now and no talk of it since that small post that said "We know about it and are fixing it" about 2 months ago....It's still there, as bad as ever, and I'm not sure it's not part of the code. Let me explain.. </blockquote><p> That's not entirely true.  They did do something about it, there was a patch within the past month (I believe) that patched code and said it would improve this problem.  The issue for me is that when they gave us that patch, I actually began to experience the problem for the first time (it had never effected me before).. so that was no improvement from my perspective and made things far worse.</p><p>To the poster clarifying that patch, I believe mobs are considered NPC's.  I don't think developers like to refer to hostile NPC's as "mobs" in their patch notes though.</p><p>To the poster(s) that said this seemed to be related to specific NPC models, I completely agree.  That's somewhat bad news though, because it would seem to suggest the problem is a lot more endemic and therefore hard to solve.  It seems we all agree that minotaurs are the most delayed.. how about SOE starts with that model and perhaps the nature of the problem will reveal itself?</p><p>Very interesting observations about being able to click them but not tab-target them.  That should also be useful information for developers to understand where the issue lies.</p>

Daoenti
02-27-2007, 04:04 PM
Mirander_1 wrote:  <blockquote>-It's MOB-specific.  So far, I've noticed it with Minotaurs, Sandscrawler Goblins, and Anaz Mal Gnolls.  Everything else I've encountered seems to render just fine. -you can't tab-target unrendered MOBs.  The game simply doesn't recognize that there's anything there when you hit the tab-key. </blockquote>I've noticed the above to be true for more than just mobs.  Harvesting nodes have been causing me the exact same issue.  I can run through Nek and see stone way off in the distance.  However, with ore, I have to be standing on top of it to see it.  Ore and roots in Nek seem to be the worst, and it's not just a matter of them being picked over, they literally vanish (even from tab-targeting) if I move just slightly away from them, even though I can see stone and wood out to the edge of my rendering distance.