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Jita Park Speakers Corner

 
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chit chatting to eve's server cluster

Author
GeeShizzle MacCloud
#1 - 2012-08-22 17:44:15 UTC  |  Edited by: GeeShizzle MacCloud
k so im not going to pretend im ridiculously well informed on how eve physics engine works and how much info goes to and from our clients to the eve server in london but wanted to really ask people how much info we really need to have in order to pvp be it small scale, large scale etc... as im fairly certain the amount of info eve's server cluster is sending us can be scaled back a bit.

if you know of any areas of superfluous information we get as players that we dont expressly NEED for pvp, plz suggest it for discussion, the more we can crack down the more CPU room we can make on the servers for a better more immersive experience.

kthanksbye!

<3

my small contribution to this is the current watchlist. theres a lot of constant information updates going on with it. and with larger fleets having more and more people wanting to share more information do we really need readouts of their S/A/H ? especially as most people requiring this are logis who will lock them up and get that information anyways?

some may say that knowing how much damage theyre getting is important and ill grant u that yes thats true... but as you can lock them up and get that info anyways.. can u say its superfluous? as its essentially adding 15 more locked targets to the information ur wanting from the server.


itd be great for a dev to let us know for example how much data being sent to us is of a certain type... like when in a big fleet fight, how much of the information in percent being handled by the server is positional data, etcetera. As to not give away too much of the internal workings of the server.

and i appreciate veritas may well be working hard to squeeze our heads into a new type of jar to make grid loading less 'expensive'.
Revolution Rising
Last-Light Holdings
#2 - 2012-08-23 18:43:07 UTC  |  Edited by: Revolution Rising
GeeShizzle MacCloud wrote:

my small contribution to this is the current watchlist. theres a lot of constant information updates going on with it. and with larger fleets having more and more people wanting to share more information do we really need readouts of their S/A/H ? especially as most people requiring this are logis who will lock them up and get that information anyways?


You've obviously never done logistics in a large fleet.

If you end up doing logi in a fleet of 50-100 guys even.. there are going to be "more important" and "lesser important" people to be repairing at any given time.

In no way does the current broadcast system allow for this. Watch list is the only way to differentiate between another logi or a fleet commander broadcasting for reps and a rifter broadcasting for reps.

I appreciate the sentiment of wanting to lose some of the spurious data the client gets, but I don't consider Sh/A/St on watch list to be one of those things.

.

GeeShizzle MacCloud
#3 - 2012-08-24 15:26:20 UTC  |  Edited by: GeeShizzle MacCloud
thanks for your reply btw... and yes i do fly logi, and have done for years, all the way back to when the old NC ran huge fleets.

i do appreciate logi watchlists and logis cant operate in fleets without being able to watchlst people to prioritise 15 of the most important people in said fleet. i also appreciate the need to know when a watchlist member is taking damage with the red blinking notifications.

its just the absolute readouts im referring to.

the other thing i was thinking of is how often the client side gets absolute positional data on things like missiles and bomb and the like.
im not sure if the server sends abosolute data on where missiles are or just who fired what with what skill at who and the client just fills it in. i hope its the latter cause if its the former, then theres a lot of data we dont really need.
Revolution Rising
Last-Light Holdings
#4 - 2012-08-28 01:57:51 UTC
tbh I've wondered about the client side missile mechanics myself.

Are missiles considered the same as a ship with relation to it sending information to the client about where it is, how fast it's going ?

Or does the client just fill in the graphical outlay once it's in the air, knowing when and where it was fired from - the relative travel mechanics not changing thereafter?

I'd hope it was the latter.

.

iskflakes
#5 - 2012-09-02 15:29:49 UTC
Quote:
Are missiles considered the same as a ship with relation to it sending information to the client about where it is, how fast it's going ?

Or does the client just fill in the graphical outlay once it's in the air, knowing when and where it was fired from - the relative travel mechanics not changing thereafter?


Almost certainly the second one.

At fanfest and in the past it has been stated by CCP devs that the game's performance bottleneck is on the server, and not due to bandwidth, and that's one of the reasons they don't bother colocating servers. If you watch some of the presentations on these subjects they give a good overview of the performance issues. Removing a few names from a watchlist won't help much.

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