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New Dev Blog: Time Dilation Video Demo

First post First post
Author
Forum Bug
Doomheim
#81 - 2011-10-01 03:38:44 UTC
Will this only be utilised in large fleet battles, or are some other forces at work that states when servers gets lagged out by x (say Jita) this mechanic is initiated?
I am also guessing things like putting stuff on the markets are affected?
I am also keen to understand a little more about how Aggression timer is affected as that lasts for a very short period and has the possibility to be exploited ? Such as would it ever be possible in a lagged out system to initiate aggression and then jump before concord reacts, just out of interest is concord affected by time dilation ?
Trikill
Solar Valley Fleet
#82 - 2011-10-01 03:54:47 UTC
GeeShizzle MacCloud wrote:
sad to see haters hate... well i guess people like dex have to do something when frustrated that their square peg isnt going in the round hole.


Ha ha, exactly! People who are thinking this is just a lag meter seem like they are missing a very important part of their brains.

Time dilation seems like a very creative way to mitigate lag issues like de-sync or delayed module response... good thinking CCP :)
Bloodpetal
Tir Capital Management Group
#83 - 2011-10-01 04:20:16 UTC



As long as we have time dilation, can we go into slow motion travel through the fight on a camera - seeing bodies get sucked out into vacuum through your ship in slow motion and various embellishments which would make people go - OMG.


You know you want it Cool

Where I am.

GeeShizzle MacCloud
#84 - 2011-10-01 04:30:18 UTC
Forum Bug wrote:
Will this only be utilised in large fleet battles, or are some other forces at work that states when servers gets lagged out by x (say Jita) this mechanic is initiated?
I am also guessing things like putting stuff on the markets are affected?
I am also keen to understand a little more about how Aggression timer is affected as that lasts for a very short period and has the possibility to be exploited ? Such as would it ever be possible in a lagged out system to initiate aggression and then jump before concord reacts, just out of interest is concord affected by time dilation ?


afaik, and this was talked about at great length on the old forums, it will only appear when the amount of calls to the 'space/combat simulating' engine of eve gets too much for it to process immediately. Im still not tooo sure how it will cope with a big fleet jumping into a system thats already dilated, but thats for a mass test to trial out.

markets shouldnt be affected.

the aggression timers i believe will be dynamically lengthened depending on the severity of the time dilation. this works because all areas of pvp (or navigation/combat) get affected to the same degree. So activating that aggression and getting out of system will take longer than normal. And respectively, concord will probably react as swiftly as it does now but in slow motion, same as you.


TBH i think its best to describe TiDi's effects on things as 'True' timescale effects, and 'simulated' timescale effects.

ie. true DPS is the real DPS ur ship is doing in a dilated system based on a RL second of time, and 'simulated DPS' is the 'on-paper' or eft dps you more commonly use and remember from things like Eve Fitting Tool.

(i used DPS here cause most people will know what it is, and also because it has a now changable part... the 'S' for second)
Swayzz
Perseid Meteor Shower
#85 - 2011-10-01 07:57:57 UTC
so ccp could never get rid of lag ...they have tried for 3 yrs ...
and now one of the highly paid monkys has said lets put a little clock on lag and call it time dilation....
and all the little boy's and girls are happy ......

could we not spend some money on eve instead of the crappy console games your making and actullay fix it ?
more servers = less load= less lag ..
Will DestroyYou
#86 - 2011-10-01 08:16:01 UTC  |  Edited by: Will DestroyYou
Concerns:
1. This does not fix the underlying problem; all it is will do is make people bring even more numbers.. and then we will end up back where we started (I give it less then a month).
2. Dilation for players is different to lag, HOW???

The only permanent fix is to:
1. Make alliances split up their forces.
2. Force alliances to stay smaller.
3. End huge NAPfests.
4. Make the blobber pay for it with lag. We are all aware of the game's limitations - Exploting server lag is cheating and should be handled as such.


Thanks for trying, but this was just a bad idea from the start.
Tusko Hopkins
Puritans
#87 - 2011-10-01 09:04:25 UTC
CCP Veritas, nice blog but it would have been a great if you had activated those missiles on your drake, with and without time dilation. Ultimately, what we want to see there is better client responsiveness in large scale battles.
ThisIsntMyMain
Doomheim
#88 - 2011-10-01 09:10:11 UTC
Will DestroyYou wrote:
Concerns:
2. Dilation for players is different to lag, HOW???


Lag = UNCONTROLLED degradation of the server, missed requests ie the enemy guns fire and yours don't, modules stick, free cap for active hardeners, you dying on a blackscreen and never loading grid.

TiDi = Everyone gets a FAIR SHARE of the server time. All requests are serviced - ie your guns fire at the same rate as everyone else, modules cycle slowly at the same rate as everyone else, no free cap for your active modules, slow loading into system but no dying on a black screen and waking in station.

I.e. its completely different.

No it doesnt "remove" lag but it does give us the best "fix" that you can expect.

ThisIsntMyMain
Doomheim
#89 - 2011-10-01 09:16:03 UTC  |  Edited by: ThisIsntMyMain
Tusko Hopkins wrote:
CCP Veritas, nice blog but it would have been a great if you had activated those missiles on your drake, with and without time dilation. Ultimately, what we want to see there is better client responsiveness in large scale battles.


See this post -> https://forums.eveonline.com/default.aspx?g=posts&m=123446#post123446

The Client is still responsive even when the Server is completely stopped. All the onscreen action pauses, but the chat channels are active, everyone gets and equal slice of the server time - Of course you cant actually shoot anything because the server is paused, but neither can anyone else. When the server is slowed by 75% the camera movement is smooth but slow, but its the same for everyone.

Veritas' demo of the camera is jerky because his client has so many objects to animate that its also lagging a little. Turning off brackets and effects will still have a major effect on the client.
CCP Veritas
C C P
C C P Alliance
#90 - 2011-10-01 09:37:24 UTC
GeeShizzle MacCloud wrote:
not sure if veritas will enjoy this bit of test server tomfoolery but frapsed some stuff done tonight that was interesting and fun when it comes to Time Dilation... hope u guys like btw!

http://youtu.be/qgXp0S0-wPA

I enjoy it enough to quote it up again so more people see it ;)

CCP Veritas - Technical Director - EVE Online

CCP Veritas
C C P
C C P Alliance
#91 - 2011-10-01 09:40:30 UTC
Hatsumi Kobayashi wrote:
Have you tested specific situations under time dilation yet, such as bombing runs, logistics module and so on so forth, or have you kept testing to seeing if time is actually slowed down to allow proper gun cycling, leaving the rest to the SiSi mass tests?

While it's really cool to see that things seem to be working as previously advertised, I can't wait to see/feel/hear about TD's effects on other common fleet mechanics that are currently more than a little wonky in current heavy lag.

Habakuk and myself have tested a fair bit of what can be done with 2 dudes and a small army of robots, but things like proper bombing runs just aren't doable with that kind of setup. You guys should totally come do bombing runs in mass tests (with coordination with Habakuk please~)

CCP Veritas - Technical Director - EVE Online

CCP Veritas
C C P
C C P Alliance
#92 - 2011-10-01 09:47:55 UTC
ThisIsntMyMain wrote:
Will DestroyYou wrote:
Concerns:
2. Dilation for players is different to lag, HOW???


Lag = UNCONTROLLED degradation of the server, missed requests ie the enemy guns fire and yours don't, modules stick, free cap for active hardeners, you dying on a blackscreen and never loading grid.

TiDi = Everyone gets a FAIR SHARE of the server time. All requests are serviced - ie your guns fire at the same rate as everyone else, modules cycle slowly at the same rate as everyone else, no free cap for your active modules, slow loading into system but no dying on a black screen and waking in station.

I.e. its completely different.

No it doesnt "remove" lag but it does give us the best "fix" that you can expect.


These are good words that deserve to be read again by anyone who's still unclear on why Time Dilation helps.

CCP Veritas - Technical Director - EVE Online

Schmell
Russian Thunder Squad
Against ALL Authorities
#93 - 2011-10-01 10:12:31 UTC  |  Edited by: Schmell
Ehm...why the user interface (camera, spitter etc) is slowing down in the first place? I thought time dilation is server side and should not affect strictly client-side things
CCP Veritas
C C P
C C P Alliance
#94 - 2011-10-01 10:20:46 UTC
Schmell wrote:
Ehm...why the user interface (camera, spitter etc) is slowing down in the first place? I thought time dilation is server side and should not affect strictly client-side things

Because I want to convey the slowdown to the player. In essense, make space *feel* slower when it really *is* slower. Do note that it's only a couple UI elements plus the camera, and I might go back on the camera one.

CCP Veritas - Technical Director - EVE Online

Cedric deBouilard
The Scope
Gallente Federation
#95 - 2011-10-01 10:27:13 UTC
CCP Veritas wrote:
Because I want to convey the slowdown to the player. In essense, make space *feel* slower when it really *is* slower. Do note that it's only a couple UI elements plus the camera, and I might go back on the camera one.

Go back on the camera one, bring it back to normal speed, but keep the rotating target reticule slow (most of us are used to see it slow down when lag / low fps occurs, so its almost natural to keep it slow)

but think of it this way, we'd love to fraps /record time dilated massive fights, and smooth camera movement would be much appreciated :)
Will DestroyYou
#96 - 2011-10-01 10:31:53 UTC  |  Edited by: Will DestroyYou
CCP Veritas wrote:
ThisIsntMyMain wrote:
Will DestroyYou wrote:
Concerns:
2. Dilation for players is different to lag, HOW???


Lag = UNCONTROLLED degradation of the server, missed requests ie the enemy guns fire and yours don't, modules stick, free cap for active hardeners, you dying on a blackscreen and never loading grid.

TiDi = Everyone gets a FAIR SHARE of the server time. All requests are serviced - ie your guns fire at the same rate as everyone else, modules cycle slowly at the same rate as everyone else, no free cap for your active modules, slow loading into system but no dying on a black screen and waking in station.

I.e. its completely different.

No it doesnt "remove" lag but it does give us the best "fix" that you can expect.


These are good words that deserve to be read again by anyone who's still unclear on why Time Dilation helps.



Fair share of server time??? Seems to me a fair share should favor the ones not exploting the node. eg: slow down the larger blob more.


Do you honestly believe that people won't just bring more people, leading to dilation + server lag anyway? No matter what you do, alliances are going to max things out. Always have, always will. Unfortunately this is going to do increase alliance's need to NAP and bloat even more.


This said, I appreciate the effort being put in, and this is better then nothing. But why not a permanent fix? Some alliances wouldn't like it initially (namely, the same ones that are usually the problem), but they need to adapt for the good of the game instead of exploiting the server limitations.

Fix the source of the problem. The blobs. You don't need 1000 (or 2000 with this dilation system) people firing on a single target. Change the game mechanics to split them over multiple targets (optimally in multiple grids or even systems). Change the mechanics to make NAPfests a disadvantage. Change the game to make alliances pay a price for becoming bloated.

Fix the cause, don't just patch up the symptoms. This is exactly why eve has always had lag issues.

*Addition* Won't slowing time also make it easier to react to enemy orders? What effect is this going to have on battles?
Daedalus II
Aliastra
Gallente Federation
#97 - 2011-10-01 10:51:49 UTC
Cedric deBouilard wrote:
CCP Veritas wrote:
Because I want to convey the slowdown to the player. In essense, make space *feel* slower when it really *is* slower. Do note that it's only a couple UI elements plus the camera, and I might go back on the camera one.

Go back on the camera one, bring it back to normal speed, but keep the rotating target reticule slow (most of us are used to see it slow down when lag / low fps occurs, so its almost natural to keep it slow)

but think of it this way, we'd love to fraps /record time dilated massive fights, and smooth camera movement would be much appreciated :)

How about having a switch in the menu so you can have the camera slowed down together with TiDi if you want to (to make epic videos with smooth camera moves for example) or at normal speed for the normal player that just want responsiveness in the battle.
Tusko Hopkins
Puritans
#98 - 2011-10-01 11:15:13 UTC
CCP Veritas, another quick question:
if the server decides to dilate the time, it obviously has to communicate this to the client as well. Because of this, for a short while the simulation speed of the client and the server will be different. Isn't this going to introduce some sort of desync for fast-moving ships?
KFenn
State War Academy
Caldari State
#99 - 2011-10-01 11:23:35 UTC  |  Edited by: KFenn
Great blog Veritas, +1.

Just a question though, why is everyone so bothered about the UI slowdown? Veritas has already said that it's only certain animations that are being slowed down, I can't imagine any things that the player interacts with directly will be less responsive.

The UI will play the same, it'll just look slower, which is the best way of showing dilated time IMHO. I'd rather have that than the little icon in the top-left.

Commanding Officer of the Treacle Tart Brigade

Jackk Hammer
MinnieZ
#100 - 2011-10-01 11:33:58 UTC
I'm curious as to whether it will solve the problem of bombs travelling 100km+ or not moving at all in extreme lag.