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How does Time Dilation work?

First post
Author
Thomas Hurt
Future Ventures
#1 - 2013-01-04 15:56:35 UTC
I recently participated in a fleet battle (well, more of a fleet massacre...) that was under the effects of "Space-Time Dilation" and found it to be a pretty miraculous marvel of game design, but I can't quite understand how it works. A player participating in the fleet action perceives everything as moving slowly, so at say, 1PM real-life time they are at "Space-Point A", and at 1:05PM they are at "Space-Point B"; the player outside of the Time Dilation would presumably perceive that Space-Ship as having started at point A at 1:00 and reached point B at 1:05, but how does this reconcile with the slowed-down players experiencing in-game time more slowly than the non-slowed players?
Akita T
Caldari Navy Volunteer Task Force
#2 - 2013-01-04 16:08:13 UTC  |  Edited by: Akita T
You're making it sound a lot more complicated than it actually is.
In a roundabout and not very accurate way, it's akin to asking how do you reconcile the way time passes for several people, some pumped full of relaxation drugs, some control subjects, and some hopped up on speed.

If you prefer, since TD is a system-wide event, you can think of every jump into or out of a TD system as small-scale time travel, and of every TD adjustment as a timeskip.
Or just go "everything happens slower in those parts" and that's about it.
CCP Masterplan
C C P
C C P Alliance
#3 - 2013-01-04 16:23:35 UTC
A (space) wizard did it ?

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

Karak Terrel
Foundation for CODE and THE NEW ORDER
#4 - 2013-01-04 16:32:20 UTC
Actually it is a bit more complicated than that. They actually have a giant ball of red matter inside the Tranquility server rack. If TD kicks in, a drop of that red matter is then extracted and applied to the node where the time is to be slowed. Those nodes are connected to the rest of the world over fibercables over which quantum-entangled photons are sent to the players (one of each pare to a player, one is trapped in a red matter induced quantumsingularity).

Now at this point the red matter kicks in and generates a makrosingularity big enough to dilate time to the requestet factor compared to outside the cluster. They finaly fuse the photon trap with the makrosingularity which allows the entangled photons to transport the dilated local spacetime-properties to the users participating in the battle. The fusion process itself often causes graviton waves which lead to a short phase of lag that shortly after wears off.

So to answer your question, the outside parties not affected by the TD would simply perceive an actual player inside the TD zone as he would in every ordinary black hole encounter or relativistic effect do to travel at insane speed.

I hope that answers your question.
Thomas Hurt
Future Ventures
#5 - 2013-01-04 16:38:11 UTC  |  Edited by: Thomas Hurt
Karak Terrel wrote:
Actually it is a bit more complicated than that. They actually have a giant ball of red matter inside the Tranquility server rack. If TD kicks in, a drop of that red matter is then extracted and applied to the node where the time is to be slowed. Those nodes are connected to the rest of the world over fibercables over which quantum-entangled photons are sent to the players (one of each pare to a player, one is trapped in a red matter induced quantumsingularity).

Now at this point the red matter kicks in and generates a makrosingularity big enough to dilate time to the requestet factor compared to outside the cluster. They finaly fuse the photon trap with the makrosingularity which allows the entangled photons to transport the dilated local spacetime-properties to the users participating in the battle. The fusion process itself often causes graviton waves which lead to a short phase of lag that shortly after wears off.

So to answer your question, the outside parties not affected by the TD would simply perceive an actual player inside the TD zone as he would in every ordinary black hole encounter or relativistic effect do to travel at insane speed.

I hope that answers your question.


Huh, interesting stuff. I only understood about 1/3 of it Lol, but I guess that goes to show much work went into some of the features in this game.

I also have to wonder if something like this could have implications beyond EVE. Are there any possible real-world applications of Time-Dilation?
Demolishar
United Aggression
#6 - 2013-01-04 16:38:30 UTC
This guy's threads are pure class. 10/10.
Sovereign Solette
Federal Navy Academy
Gallente Federation
#7 - 2013-01-04 16:38:49 UTC
Karak Terrel wrote:
Actually it is a bit more complicated than that. They actually have a giant ball of red matter inside the Tranquility server rack. If TD kicks in, a drop of that red matter is then extracted and applied to the node where the time is to be slowed. Those nodes are connected to the rest of the world over fibercables over which quantum-entangled photons are sent to the players (one of each pare to a player, one is trapped in a red matter induced quantumsingularity).

Now at this point the red matter kicks in and generates a makrosingularity big enough to dilate time to the requestet factor compared to outside the cluster. They finaly fuse the photon trap with the makrosingularity which allows the entangled photons to transport the dilated local spacetime-properties to the users participating in the battle. The fusion process itself often causes graviton waves which lead to a short phase of lag that shortly after wears off.

So to answer your question, the outside parties not affected by the TD would simply perceive an actual player inside the TD zone as he would in every ordinary black hole encounter or relativistic effect do to travel at insane speed.

I hope that answers your question.


Note that its important not to enter the makrosingularity (which was created by the red matter) , or else someone really could go back in time and do a J.J. Abrams style reboot of Eve.

:)
Oberine Noriepa
#8 - 2013-01-04 16:42:15 UTC  |  Edited by: Oberine Noriepa
Karak Terrel
Foundation for CODE and THE NEW ORDER
#9 - 2013-01-04 16:48:33 UTC
Sovereign Solette wrote:
Karak Terrel wrote:
Actually it is a bit more complicated than that. They actually have a giant ball of red matter inside the Tranquility server rack. If TD kicks in, a drop of that red matter is then extracted and applied to the node where the time is to be slowed. Those nodes are connected to the rest of the world over fibercables over which quantum-entangled photons are sent to the players (one of each pare to a player, one is trapped in a red matter induced quantumsingularity).

Now at this point the red matter kicks in and generates a makrosingularity big enough to dilate time to the requestet factor compared to outside the cluster. They finaly fuse the photon trap with the makrosingularity which allows the entangled photons to transport the dilated local spacetime-properties to the users participating in the battle. The fusion process itself often causes graviton waves which lead to a short phase of lag that shortly after wears off.

So to answer your question, the outside parties not affected by the TD would simply perceive an actual player inside the TD zone as he would in every ordinary black hole encounter or relativistic effect do to travel at insane speed.

I hope that answers your question.


Note that its important not to enter the makrosingularity (which was created by the red matter) , or else someone really could go back in time and do a J.J. Abrams style reboot of Eve.

:)


From what i hear that's exactly why the cluster is off limits for any bitter vet as he would reset the game to 2003. Some ppl say it already happened once but was corrected, can't tell you more, temporal prime directive, sorry.
MailDeadDrop
Archon Industries
#10 - 2013-01-04 16:50:37 UTC
Sovereign Solette wrote:
Note that its important not to enter the makrosingularity (which was created by the red matter) , or else someone really could go back in time and do a J.J. Abrams style reboot of Eve.

Oh god. Don't let Tuxford see this!

MDD
Karak Terrel
Foundation for CODE and THE NEW ORDER
#11 - 2013-01-04 16:57:18 UTC
Thomas Hurt wrote:
Are there any possible real-world applications of Time-Dilation?

What do you mean by "real-world"? I don't get it.
Thomas Hurt
Future Ventures
#12 - 2013-01-04 16:58:37 UTC
Karak Terrel wrote:
Thomas Hurt wrote:
Are there any possible real-world applications of Time-Dilation?

What do you mean by "real-world"? I don't get it.


Outside of the Space-Video Game known as "EVE Online".
Karak Terrel
Foundation for CODE and THE NEW ORDER
#13 - 2013-01-04 17:00:40 UTC
Thomas Hurt wrote:
Karak Terrel wrote:
Thomas Hurt wrote:
Are there any possible real-world applications of Time-Dilation?

What do you mean by "real-world"? I don't get it.


Outside of the Space-Video Game known as "EVE Online".

Can't really help you there, i don't like to speculate on metaphysics.
Sovereign Solette
Federal Navy Academy
Gallente Federation
#14 - 2013-01-04 17:05:19 UTC
Karak Terrel wrote:
Thomas Hurt wrote:
Are there any possible real-world applications of Time-Dilation?

What do you mean by "real-world"? I don't get it.

LOL! You play eve so much you forgot what real-world means! haha
Ranger 1
Ranger Corp
Vae. Victis.
#15 - 2013-01-04 17:10:33 UTC
Karak Terrel wrote:
Sovereign Solette wrote:
Karak Terrel wrote:
Actually it is a bit more complicated than that. They actually have a giant ball of red matter inside the Tranquility server rack. If TD kicks in, a drop of that red matter is then extracted and applied to the node where the time is to be slowed. Those nodes are connected to the rest of the world over fibercables over which quantum-entangled photons are sent to the players (one of each pare to a player, one is trapped in a red matter induced quantumsingularity).

Now at this point the red matter kicks in and generates a makrosingularity big enough to dilate time to the requestet factor compared to outside the cluster. They finaly fuse the photon trap with the makrosingularity which allows the entangled photons to transport the dilated local spacetime-properties to the users participating in the battle. The fusion process itself often causes graviton waves which lead to a short phase of lag that shortly after wears off.

So to answer your question, the outside parties not affected by the TD would simply perceive an actual player inside the TD zone as he would in every ordinary black hole encounter or relativistic effect do to travel at insane speed.

I hope that answers your question.


Note that its important not to enter the makrosingularity (which was created by the red matter) , or else someone really could go back in time and do a J.J. Abrams style reboot of Eve.

:)


From what i hear that's exactly why the cluster is off limits for any bitter vet as he would reset the game to 2003. Some ppl say it already happened once but was corrected, can't tell you more, temporal prime directive, sorry.


Indeed, but the general consensus was that correcting it was a mistake.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ocih
Space Mermaids
#16 - 2013-01-04 17:19:54 UTC
Modules work on cycles.
So do warps, locks and pretty much everything in EVE. The interface is different, you don't see the wheel winding up your warp but it is the same principle.

If I have a warp from gate to gate, insert the cycle wheel, it will take me xxx seconds to complete that cycle and land on the other gate.

Ti-Di simply multiplies your cycle times. Suppose you are mining in a system that has Ti-Di and I am mining in one that doesn't. Guess who mines twice as much? Ti-Di is in fact a penalty to everyone on the node based on a universal demand for one.
ROXGenghis
Perkone
Caldari State
#17 - 2013-01-04 17:27:50 UTC
Malcanis
Vanishing Point.
The Initiative.
#18 - 2013-01-04 17:34:19 UTC
ROXGenghis wrote:



That's not Time Dialation.

However, everyone should read Vinge's Deep books on pain of being a Bad Person™ until they do

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

PalkAn4ik
The Scope
Gallente Federation
#19 - 2013-01-04 17:55:25 UTC  |  Edited by: PalkAn4ik
I would like to know if CCP multi-threads the processing of the "tasklets".

They could have one task queue per thread.

A given user is assigned to a thread, so an individuals logical set of tasks always work in order.

CCP mentioned times up in the 1+sec, so synchronizing threads shouldn't be an issue. You might have a work queue asynchronously join with the other related queues, after each cycle.

You might say, but wait, what if one user's tasklets are changing that user's data while one of the work threads has another users's tasklet accessing said user's data?!

Well, use some form of versioning. At the beginning of processing a work queue, have a "stable version" of all other queue's user data that will not be changed during that cycle. This could simple as double buffering user data and flipping which data is "stable".

When all of the queue's are finished processing for that cycle, you can change out the prior "stable version" for the current "stable version". This would be probably all single threaded and is done during some clean-up between cycles of processing tasklets.

Then someone might say, but then you're one cycle behind and you can get race conditions with which data is being used!

But aren't there already a ton of race conditions in the system? Players are asymmetrically positioned around the Earth, there is latency, there is jitter, there is reaction times, there's relativity, etc etc. What's one more thing to add to the bunch of potentially flipping two non-dependent events?

What I propose is you accept up to "one cycle" of potential "race-conditions", in exchange for a way to thread the heck out of the processing of tasklets. Then you can reduce the cycle time and reduce the window of race-conditions in the first place. If the new design is 1 cycle behind, but you can do at least 2x more cycles, then you're pretty much back to where you were, but now with better scaling.

I'm just rambling... sorry.. I know nothing about how CCP has their stuff coded.
gfldex
#20 - 2013-01-04 18:03:59 UTC
All those warp and jump drives bend and stretch space time to a point where the entire system starts to wobble with a speed close to c. Relativity kicks in and proceeds to be the ***** it is.

If you take all the sand out of the box, only the cat poo will remain.

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