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Lag, TiDi, 6-VT and you...

First post
Author
Dersen Lowery
The Scope
#201 - 2013-07-31 13:22:10 UTC  |  Edited by: Dersen Lowery
Victoria Sin wrote:
Dersen Lowery wrote:

Good news: They are, and they have been since Incursion or thereabouts. Unfortunately, you're right that it will not be easy or quick or cheap to get multiple nodes to do the work that is currently done by one, but they're working on it as we speak.


Not sure how they're going to do that. Spreading a load like a fleet fight across threads would be non-trivial because it's not obvious how to partition the set. If you're sharing memory you have to also be careful you aren't stalling cache lines too, otherwise your 8 cores will only be slightly faster than 1. Not sure if Stackless Python allows you to take care of details like this.


I went into some detail in my second post in the thread, on page 1.

The short answer is that there are some smaller problems they can tackle that will shift 40-50% of the the work to another core before they stare at the daunting project of trying to multithread the physics engine itself--which might only even be possible if they make some changes to EVE's physics, I don't know.

The EVE engine has two steps: 1) calculate everything; 2) update everyone involved with the results of the calculations. The hope is that 1 and 2 can run on different cores, with 1 calling 2 asynchronously, because step 2 can take a surprisingly long time.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Malcanis
Vanishing Point.
The Initiative.
#202 - 2013-07-31 13:51:33 UTC
Dersen Lowery wrote:

The EVE engine has two steps: 1) calculate everything; 2) update everyone involved with the results of the calculations. The hope is that 1 and 2 can run on different cores, with 1 calling 2 asynchronously, because step 2 can take a surprisingly long time.


There is also the ongoing "brain in a box" project that has the potential - when complete - to significantly reduce the amount of "calculate everything" type jobs that have to be done.

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

Grath Telkin, 11.10.2016

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#203 - 2013-07-31 14:01:57 UTC
TravelBuoy wrote:
Jill Xelitras wrote:
jackncoke wrote:
Its like this ...
The dog wants the ball to fly longer and harder. So he barks in frustration while his master is trying to explain why that is ...


Indeed. Very well explained.

To the OP:
Before TiDi, the server would desync and lag. TiDi is not lag, it's artificially slowing time (think of it as bullet time in a FPS).

People who experienced lag in fleet battles know what I'm talking about:
- you start a module and nothing happens.
- a module can't be turned off.
- you shoot at a target, that other pilots report is long dead.
- you're computer thinks you're alive and kicking, the server knows you've been podded already, but the information comes minutes later.
- the server crashes, because it can't keep up with the desynced stream of data.

In TiDi everything happens slower, but at least it really happens. No desync, no crash ... not even lag, just slow gameplay.

You really prefer desyncs and crashes ?


But there was not just single Tidi (slow motion of time) there was lag too.
I was there. My guns needed 15 minutes activation times in 10% Tidi. 10% tidi = 10x slowing, and a matematics know 1second x 10=10second and 10seconds is not equal with 15 minutes.
The gun cycles stucked or didn't work. The damage stoppped many times when we got lagspikes.
I made 10 kills within 3h45min in a 4k battles. (Pathetic thing)
The battle was almost unplayable for 4 hours long.

Oh and i have a opinion from TiDi. Tidi = bullsh*t
Paid for lag.

You f*cling ignorant ret*rd bastard, come up with a system that can effectively handle 4000 people fighting by yourself, or go home and stop whining.
William Walker
Dark Venture Corporation
Kitchen Sinkhole
#204 - 2013-07-31 14:05:50 UTC
Shots fired!

ヽ(⌒∇⌒)ノ へ(゜∇、°)へ (◕‿◕✿)

Chaos Hellbreth
Caldari Provisions
Caldari State
#205 - 2013-07-31 14:26:59 UTC
I posted this in another thread, but it seems relevant:

What I think should be done, personally, (and again, I don't know how feasible this is), is for TiDi to be a region-wide "resource redistribution". Basically if system x of region y has 4000 people in it, all the other systems in the region dilate (in an inverse relationship to how many people are in the system, so a system with 0-5 players in it will dilate to a greater extent than a neighboring system with 100 people in it) in order for the server to allocate additional computing power to system x. System x might still dilate, but instead of dilating to 10%, maybe it would only dilate to say 50%, where the game is at least still reasonably playable and enjoyable. This also has various "meta-benefits", in that it allows one side to still reap the benefits of "surprise" (instead, under the current TiDi system, those advantages are lost because while only 1 minute might pass by in a dilated system, 30 minutes would go by in the neighboring systems giving the side that was taken by surprise ample time to bring in a fleet of reinforcements and neuter the effects of being caught with your pants down) because not only will the dilation not be quite as severe (hopefully) but the entire region will be, in effect, "locked down" making travel and thus reinforcement difficult, if not impossible. This shouldn't be an issue to two fleets in a pitched battle where both sides know whats coming, since the systems in which the two sides form up in shouldn't be hit by the dilation quite as hard and making the 1-2 jumps to the battlezone wouldn't be as severe as traveling from the other end of a region or even a neighboring region. This also means that the side thats better prepared and organized for the fight (taking the effects of the dilation into account) is at a better advantage which introduces a new element of skill or whatever that will need to be taken into account during war time, rather than which side can out-dps or out-tank the opposition. Basically, it creates a more tangible "high ground" in space, the side that outmaneuvers the other and engages on its own terms at the location of its choosing will be at a greater advantage if it can leverage the distance the other side would have to travel to reinforce its fleet against itself.

And if you think about it, generally half the galaxy is sitting more or less empty, I don't know what the server infrastructure is like, but if half the systems in say... Geminate are empty (or something close to it), is it really worth allocating a full load of processing power to making sure that system is functioning smoothly? If you distributed TiDi galaxy wide, the entire galaxy might dilate to 90% (which most people probably wouldn't notice) but perhaps System X would be running at 90% instead of 10%. I heard they allocated the Jita super-node or whatever to the fight the other day to try to speed things up (which really just slowed down Jita) so I suppose this is theoretically possible, though I think given the amount of people in Jita at any given time they should probably never do that one again lol. Maybe the answer is having a spare super-node or two just for when these sorts of fights pop up that aren't really used otherwise?

My .02 ISK anyway.
Hoo Yodaad
Viziam
Amarr Empire
#206 - 2013-07-31 14:29:54 UTC
A lot of people in this thread seem to have the simple solution to eliminating TiDi and lag altogether. IMO, you should code it. Sell it to CCP (and every other MMO developer) make millions of IRL cash and take credit for revolutionizing the MMO industry and interwebz as a whole.

Why are you waiting for someone else to do something you find so simple and is so obviously profitable? Go create IRL content.
Murk Paradox
Ministry of War
Amarr Empire
#207 - 2013-07-31 14:37:19 UTC
Maximillian German wrote:
Murk Paradox wrote:
Maximillian German wrote:
On topic: Murk, can you take a break from your lag discussion and answer the question of the OP? In case you have forgotten, here it is:

How as paying EvE users did we come to accept UI razzle dazzle and gimmicks instead of a true remedy to slowdowns?


I don't understand what you mean by razzle dazzle in lieu of slowdowns.


According to the OP, CCP is giving us UI updates instead of/to distract us from slowdown problems. Can't make it much clearer than that.



That doesn't have any part of what I've been saying. So whereas you might be clear in your communications to the OP, I am not him.

Therefore I cannot answer your questions for him, because well, I don't share that view.

Sounds pretty clear to me.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Tippia
Sunshine and Lollipops
#208 - 2013-07-31 14:42:07 UTC
Murk Paradox wrote:
That doesn't have any part of what I've been saying. So whereas you might be clear in your communications to the OP, I am not him.

Therefore I cannot answer your questions for him, because well, I don't share that view.
…but then, he's not asking you to do that and the whole point is that what you're saying has nothing to do with the actual topic as set by the OP. Instead, he's asking you to answer the OP's question from your viewpoint. Even if you don't share the view, you can answer in more detail why it is you disagree with is assertion.
Murk Paradox
Ministry of War
Amarr Empire
#209 - 2013-07-31 15:02:59 UTC
Maximillian German wrote:


Anyway, a quick point of clarification. Are you saying that you would rather have the cluster the way it was before TiDi was implemented? Or will you concede that TiDi is an improvement over the previous state of the cluster?


To clarify my statements, TiDi is a good solution for disconnects of heavily overloaded servers, but not a solution for lag (as lag still happens, by design!) and that I do not think TiDi as a final solution is ideal.

I also am confident enough to warrant that even CCP knows the inherent problems of TiDi affecting others not involved with the fight (due to being node wide not system wide) because I too have read the dev blogs from 2 years ago.

As it is a before and after, it honestly wouldn't matter if CCP doesn't do anything about their cap limits and general performance because Eve is growing and CCP needs to accomodate that growth.

Whether you are blackscreened for 20minutes, or take 20minutes to see a module activate, it's still taking 20minutes for a 1second command and it only becomes a matter of choosing a lesser evil.

If I were to be in a WH or another system not related to "your" fight and be affected by TiDi.. I would rather have you disconnect and lag out then me get affected by TiDi. If you don't like the way I answer choices, don't give me choices.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Murk Paradox
Ministry of War
Amarr Empire
#210 - 2013-07-31 15:06:10 UTC
Vincent Athena wrote:
There is a definable difference between lag and TiDi.

Eve runs on one second ticks. If all is well you can expect that when you turn on a gun it will fire in one or maybe two ticks. When TiDi starts cutting in those ticks are no longer 1 second. At 50% TiDi they are two seconds long, and you can expect your gun to fire 2 to 4 seconds after turning it on.

At 10% TiDi those ticks are 10 seconds long. You would expect your guns to fire in 10 to 20 seconds after activation. If they take longer, say 5 minutes, then we have entered the realm of lag. TiDi allows more players to fight without lag. If it were not for TiDi issues with guns not turning on or off would occur with 1000 player fights.

Now here is the big important difference: With TiDi, but no lag, everyone will see the same response to module activation: One to two ticks of however long. With lag the delay between activating a gun and having it fire becomes much longer and more random.

TiDi slows the game for everyone equally and the game still works in a predictable manner. Lag slows it in different and random amounts for different people and the game works in an unpredictable manner.

Apparently in the 6V battle there was both TiDi and lag. it would be nice to not have either, but CCP has yet to figure out how to do that.



TiDi is exponential for EVERYONE to be in a line. This is the problem with TiDi and single thread processing.

When you have 1,000 people firing a gun at the same time, that single processor has to queue 1,000 commands with the increased amount of time.

That 1,000th person is not going to see their gun getting fire for quite some time. So where you THINK 10% TiDi is going to only be a 10secon delay, it can turn into 10 minutes quite easily and quickly.

So a 1 hour fight can stretch to an all day event.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Erufen Rito
The Dark Space Initiative
Scary Wormhole People
#211 - 2013-07-31 15:23:53 UTC
Feyd Rautha Harkonnen wrote:
Dersen Lowery wrote:
No, you're absolutely right, the answer is "a modern code kernel and underlying infrastructure that can dynamically allocate resources," and there are absolutely no devils lurking in the implementation details. Nope. None whatsoever.

Sarcasm aside, CCP has had some very bright people working on this problem since... Incursion, I believe. If it was a simple problem, they would have solved it long since. It's not a simple problem.

TiDi makes lag equal and predictable for all participants, which is a net win.


So if a wife beater spreads his beatings equally amongst the family, instead of focussing on the wife alone, this is a net win; as opposed to him addressing the root issue and not giving beatings? Did I get that about right?

You sir, are an EvE TiDi Stokholm syndrome victim; seek help immediately....

When you base an analogy off of a bad concept, you end up with a bad analogy. Allow me to demonstrate.

If a wealthy person spreads his wealth equally amongst the family, instead of focusing on his wife alone, this is a net win; as opposed to him addressing the root of the issue and not being wealthy? Did I get that about right?

Feel free to continue with the bad justifications to a shameless self promotion.

This is as nice as I get. Best quote ever https://forums.eveonline.com/default.aspx?g=posts&m=4137165#post4137165

Murk Paradox
Ministry of War
Amarr Empire
#212 - 2013-07-31 15:39:09 UTC
Malcanis wrote:
Murk Paradox wrote:

Time dilation is still lag regardless. So any increase in time due to tidi is an increase of lag, not a decrease, as you have tried to say as you think tidi "removes" lag. It removes instability if it removes anything.

It increases lag.


TiDi does not increase lag. That's like saying traffic lights cause traffic jams.



So you are saying tidi does not increase the time from when I hit F1 til when I see my gun actually shoot?

(BTW, traffic lights do cause traffic jams so that's a bad analogy unless you are trying to split hairs in saying drivers cause traffic jams not lights. If you don't believe me, watch how people try to squeeze through yellow lights and get stuck in the intersection. and yes, that's because of the traffic light "allowing" them to go when they shouldn't have).

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Malcanis
Vanishing Point.
The Initiative.
#213 - 2013-07-31 15:42:22 UTC
That's correct. Statistically, TiDi will decrease the time it takes for your gun to cycle. Excess server load is what causes the delay.

You're confusing the thermometer with the fever

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

Grath Telkin, 11.10.2016

Murk Paradox
Ministry of War
Amarr Empire
#214 - 2013-07-31 15:43:58 UTC  |  Edited by: Murk Paradox
Tippia wrote:
Murk Paradox wrote:
That doesn't have any part of what I've been saying. So whereas you might be clear in your communications to the OP, I am not him.

Therefore I cannot answer your questions for him, because well, I don't share that view.
…but then, he's not asking you to do that and the whole point is that what you're saying has nothing to do with the actual topic as set by the OP. Instead, he's asking you to answer the OP's question from your viewpoint. Even if you don't share the view, you can answer in more detail why it is you disagree with is assertion.



He asked me the direct question that he asked the OP and wanted to know why I didn't answer.

I simply cannot speak for the OP. I'll quote the original quote for you in context.

"On topic: Murk, can you take a break from your lag discussion and answer the question of the OP? In case you have forgotten, here it is:

How as paying EvE users did we come to accept UI razzle dazzle and gimmicks instead of a true remedy to slowdowns?"

More importantly... of the op.

Yet again you are speaking for others when you shouldn't be.

Stop doing that.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Murk Paradox
Ministry of War
Amarr Empire
#215 - 2013-07-31 15:45:00 UTC
Malcanis wrote:
That's correct. Statistically, TiDi will decrease the time it takes for your gun to cycle. Excess server load is what causes the delay.

You're confusing the thermometer with the fever



I think you are just trying to think of "lag" as some taboo thing.

It's just an adjective for "delay".

When you want to use the word "lag" use "delay" instead and see how that applies.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Alavaria Fera
GoonWaffe
#216 - 2013-07-31 15:45:27 UTC
Erufen Rito wrote:
Feyd Rautha Harkonnen wrote:
Dersen Lowery wrote:
No, you're absolutely right, the answer is "a modern code kernel and underlying infrastructure that can dynamically allocate resources," and there are absolutely no devils lurking in the implementation details. Nope. None whatsoever.

Sarcasm aside, CCP has had some very bright people working on this problem since... Incursion, I believe. If it was a simple problem, they would have solved it long since. It's not a simple problem.

TiDi makes lag equal and predictable for all participants, which is a net win.


So if a wife beater spreads his beatings equally amongst the family, instead of focussing on the wife alone, this is a net win; as opposed to him addressing the root issue and not giving beatings? Did I get that about right?

You sir, are an EvE TiDi Stokholm syndrome victim; seek help immediately....

When you base an analogy off of a bad concept, you end up with a bad analogy. Allow me to demonstrate.

If a wealthy person spreads his wealth equally amongst the family, instead of focusing on his wife alone, this is a net win; as opposed to him addressing the root of the issue and not being wealthy? Did I get that about right?

Feel free to continue with the bad justifications to a shameless self promotion.

Heh. Clever.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Tippia
Sunshine and Lollipops
#217 - 2013-07-31 15:47:15 UTC  |  Edited by: Tippia
Murk Paradox wrote:
He asked me the direct question that he asked the OP and wanted to know why I didn't answer.
No. He asked the OP's question and wanted to hear your answer to it.

You know, you could do with trying read what people write more carefully and stop putting words in their mouths…

Quote:
It's just an adjective for "delay".
Not in the context of networking and online gaming, no.
Maximillian German
Task Force Coalition
#218 - 2013-07-31 15:50:19 UTC
Murk Paradox wrote:
Vincent Athena wrote:
There is a definable difference between lag and TiDi.

Eve runs on one second ticks. If all is well you can expect that when you turn on a gun it will fire in one or maybe two ticks. When TiDi starts cutting in those ticks are no longer 1 second. At 50% TiDi they are two seconds long, and you can expect your gun to fire 2 to 4 seconds after turning it on.

At 10% TiDi those ticks are 10 seconds long. You would expect your guns to fire in 10 to 20 seconds after activation. If they take longer, say 5 minutes, then we have entered the realm of lag. TiDi allows more players to fight without lag. If it were not for TiDi issues with guns not turning on or off would occur with 1000 player fights.

Now here is the big important difference: With TiDi, but no lag, everyone will see the same response to module activation: One to two ticks of however long. With lag the delay between activating a gun and having it fire becomes much longer and more random.

TiDi slows the game for everyone equally and the game still works in a predictable manner. Lag slows it in different and random amounts for different people and the game works in an unpredictable manner.

Apparently in the 6V battle there was both TiDi and lag. it would be nice to not have either, but CCP has yet to figure out how to do that.



TiDi is exponential for EVERYONE to be in a line. This is the problem with TiDi and single thread processing.

When you have 1,000 people firing a gun at the same time, that single processor has to queue 1,000 commands with the increased amount of time.

That 1,000th person is not going to see their gun getting fire for quite some time. So where you THINK 10% TiDi is going to only be a 10secon delay, it can turn into 10 minutes quite easily and quickly.

So a 1 hour fight can stretch to an all day event.


No. You obviously don't know how the system works. People have already explained what TiDi is and what it does multiple times. Yet you still ignore their explanations and then pull incorrect math out of your ass in an attempt to prove a point that you don't even have. When asked a question, you fail to give even a straight answer. You are literally too stupid to hold constructive argument. This is the last time I will reply to your idiotic posts.
Murk Paradox
Ministry of War
Amarr Empire
#219 - 2013-07-31 15:53:05 UTC
Tippia wrote:
Murk Paradox wrote:
He asked me the direct question that he asked the OP and wanted to know why I didn't answer.
No. He asked the OP's question and wanted to hear your answer to it.

You know, you could do with trying read what people write more carefully and stop putting words in their mouths…

Quote:
It's just an adjective for "delay".
Not in the context of networking and online gaming, no.



And I already spoke to saying I do not share that viewpoint. It was after it was already answered you kicked in.

And you should take your own advice. It isn't your discussion. It isn't your question, and it sure as hell isn't your answer.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Murk Paradox
Ministry of War
Amarr Empire
#220 - 2013-07-31 15:55:17 UTC
Maximillian German wrote:
Murk Paradox wrote:
Vincent Athena wrote:
There is a definable difference between lag and TiDi.

Eve runs on one second ticks. If all is well you can expect that when you turn on a gun it will fire in one or maybe two ticks. When TiDi starts cutting in those ticks are no longer 1 second. At 50% TiDi they are two seconds long, and you can expect your gun to fire 2 to 4 seconds after turning it on.

At 10% TiDi those ticks are 10 seconds long. You would expect your guns to fire in 10 to 20 seconds after activation. If they take longer, say 5 minutes, then we have entered the realm of lag. TiDi allows more players to fight without lag. If it were not for TiDi issues with guns not turning on or off would occur with 1000 player fights.

Now here is the big important difference: With TiDi, but no lag, everyone will see the same response to module activation: One to two ticks of however long. With lag the delay between activating a gun and having it fire becomes much longer and more random.

TiDi slows the game for everyone equally and the game still works in a predictable manner. Lag slows it in different and random amounts for different people and the game works in an unpredictable manner.

Apparently in the 6V battle there was both TiDi and lag. it would be nice to not have either, but CCP has yet to figure out how to do that.



TiDi is exponential for EVERYONE to be in a line. This is the problem with TiDi and single thread processing.

When you have 1,000 people firing a gun at the same time, that single processor has to queue 1,000 commands with the increased amount of time.

That 1,000th person is not going to see their gun getting fire for quite some time. So where you THINK 10% TiDi is going to only be a 10secon delay, it can turn into 10 minutes quite easily and quickly.

So a 1 hour fight can stretch to an all day event.


No. You obviously don't know how the system works. People have already explained what TiDi is and what it does multiple times. Yet you still ignore their explanations and then pull incorrect math out of your ass in an attempt to prove a point that you don't even have. When asked a question, you fail to give even a straight answer. You are literally too stupid to hold constructive argument. This is the last time I will reply to your idiotic posts.



Well, when I read the devblog, it says they changed the code for certain aspects that are not defined by a specific time (ie- timers, skill queues etc) to increase their duration time by adding in blocks and pauses to allow the server more time to process requests.

There is no other way to say TiDi increase delay other than to say TiDi increases delay.

That's what lag is. A delay. The devblog says that is exactly what it does!

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.