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Issues, Workarounds & Localization

 
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Jumping from system to system - Load Lag

First post
Author
Othran
Route One
#61 - 2012-01-12 08:31:17 UTC  |  Edited by: Othran
Dhar'aul wrote:
CCP Habakuk wrote:

Btw: The drifting client clock is very probably caused by your hardware and it might also cause other problems, for example incorrect shield and capacitor display or a wrong display of timers.


Might also be the cause of ship speed indicator becoming stuck at a random value


Yes. Once the client clock starts to drift relative to the server all sorts of wierd crap begins to happen :

Traffic control on gates; unable to dock; unable to warp; grid won't load; grid will load but won't update; no shield; no armour; no cap; drones disappear, scan probes vanish never to be seen again.

That's just the ones I've seen in the last 3 years, there's probably more.

Only reason I know about this is because I have a laptop with dual NVidia cards where DPC latency (delayed protocol calls) goes through the roof when you set SLI focus on a window. You're looking at tens of milliseconds latency which adds up very very quickly.

SLI full-screen or just run single card and its fine but when run in a window with SLI focus I've seen the laptop clock drift by up to 5 minutes per hour. Its not a hardware fault, its software in my case.

Another historical cause of clock drift was the spread spectrum setting on some motherboards. With it set on then the clock would drift every time the machine was powered on. That may still be the case on laptops where spread spectrum is enabled by default and in most cases cannot be altered.

My solution to client clock drift was to set the machine to update from a stratum 2 timeserver every ten minutes. Windows7 by default only updates time once a week - if the default server actually responds, which in my experience is hit and miss.

HTH.

Edit - the problem is caused because your client clock is changing relative to the server while you are playing, it doesn't matter if your time is 10 hours out as long as it doesn't drift while connected to the server.
Othran
Route One
#62 - 2012-01-12 12:10:50 UTC  |  Edited by: Othran
Glorious CEO wrote:
\o/ Thank you CCP Habakuk for taking the time to post on a Sunday.

This is very interesting. I knew the RTC clock on this PC is very shoddy and is drifting if left unchecked. So I have a daily sync with a time server scheduled, this is enough accuracy for all my daily work. Never have had problems with Eve on the machine too. Nothing i over-clocked, this is actually the most reliable PC I ever had. Anyway, it's great to not be stuck in limbo anymore.


Its actually Windows which is more "shoddy" as it keeps time when booted, not the hardware RTC. Windows reads the clock at boot time and writes to it at shutdown. As such timekeeping can be adversely affected by either hardware or software. Edit - putting graphics drivers in ring0 of the cpu as MS did means the graphics drivers could do it for example (as in my case).

Pretty much all operating systems keep time themselves rather than reading a hardware clock - which in most cases still runs off an oscillator which isn't that accurate or temperature stabilised. +/-5% would be one of the better consumer-level RTCs found on a motherboard.

It may surprise people but the Windows Time Service is only intended to have an accuracy of greater than 2 seconds. MS explicitly state that the time service is not to be used for high-precision timing, only for "loose client synchronisation".
Shingorash
Stellar Defense Services
#63 - 2012-01-13 00:19:50 UTC
I'm not going to mess with my stable clock settings just to play EVE. That is stupid...

Cant be a hardware issue on my part.

6 Core 4800 GHZ Processor
16GB Ram @ 1800 MHZ
1GB ATI Graphics Card

Slightly annoying to say the least...
DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#64 - 2012-01-13 03:04:14 UTC
I'm just using a 256mb ATI graphics card on a laptop and I'm getting these issues.
CCP Habakuk
C C P
C C P Alliance
#65 - 2012-01-13 18:37:37 UTC  |  Edited by: CCP Habakuk
Hello again!

Our test-server Singularity was updated today with a (potential) fix for this issue. We had to change a bit more than expected, but we are hopeful that the new solution is more stable than before.

I had a short test of this in Singularity, but it would be awesome if you guys (who have this issue on TQ) could try it out! If you already used the test-server at some point or you always wanted to try it: Now is the time for it!
Details: The client is now re-synchronizing with the server every 10 minutes (the time interval might be changed later).
If you are trying this on Singularity, then please take special care of your UI in space after you were logged in for about 10 minutes. Try to jump and dock. It would be great if you are running logserver.exe to get logs for the case that anything breaks - more info at http://wiki.eveonline.com/en/wiki/Logserver. Please send a bugreport if you find any issues (add my name to the title of it) and please also reply in this thread - I will continue to monitor it. It might be possible that 10 minutes is still too long for you guys (if your clock is drifting too fast) and you still have some load lag: please reply in this thread if this is the case.
More information about Singularity can be found here: http://wiki.eveonline.com/en/wiki/Singularity

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Petrus Blackshell
Rifterlings
#66 - 2012-01-13 18:42:00 UTC
CCP Habakuk wrote:
Hello again!

Our test-server Singularity was updated today with a (potential) fix for this issue. We had to change a bit more than expected, but we are hopeful that the new solution is more stable than before.

I had a short test of this in Singularity, but it would be awesome if you guys (who have this issue on TQ) could try it out! If you already used the test-server at some point or you always wanted to try it: Now is the time for it!
Details: The client is now re-synchronizing with the server every 10 minutes (the time interval might be changed later).
If you are trying this on Singularity, then please take special care of your UI in space after you were logged in for about 10 minutes. Try to jump and dock. It would be great if you are running logserver.exe to get logs for the case that anything breaks - more info at http://wiki.eveonline.com/en/wiki/Logserver. Please send a bugreport if you find any issues (add my name to the title of it) and please also reply in this thread - I will continue to monitor it. It might be possible that 10 minutes is still too long for you guys (if your clock is drifting too fast) and you still have some load lag: please reply in this thread if this is the case.
More information about Singularity can be found here: http://wiki.eveonline.com/en/wiki/Singularity


Thank you! Will do when I get home tonight. I'm anxious to stop living in terror of sudden horrible lag death because of jumping into an enemy fleet.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Dynamiittiukko
Fistful of Finns
#67 - 2012-01-14 00:08:23 UTC  |  Edited by: Dynamiittiukko
Dratic wrote:
I have the same, it appears to be everytime a new skybox is loaded ie changing regions and certain constellations.
It probably is an ATI card thing as the only people i know who have the issue use them cards.


No, this is not an ATI issue.

I have the same problem and I'm running Eve on a laptop with nVidia Quadro FX 2700M gfx card.

I'm guessing this is more of a client issue rather than a server issue since chat channels work normally, as does local, and if I'm in a fleet, the FC can fleet warp me between celestials eventhough I don't see any of it.

When the system does load, the client sort of tries to catch up with everything that has happened eg. I can see fleet members warping from the gate when they aren't even in the same star system anymore.

For me, Eve has been running smoothly (well, as smoothly as Eve ever has *cough* signed: a software tester) up until Crucible. Not so much anymore.

This is single-handedly the most annoying bug I have come across in Eve as it's literally killing me - I've already lost 2 ships + 2 pods because of this bug.

I don't mind losing ships in battle but I find it hard to accept it when I get podded with implants in a situation where I can do nothing to even try to defend myself.

.d

Edit: I'm happy to see there is a potential fix for this issue (I made the original post before reading the thread all the way). I truly hope you can get the fix to production soon! :)
Glorious CEO
Universal Frog
#68 - 2012-01-14 18:17:34 UTC  |  Edited by: Glorious CEO
Some preliminary SISI feedback from me. It's kind of difficult to replicate my normal activities on SISI. I can't really bring myself to scanning down signatures. :) Traveling is also a bit different, since most systems have traffic control as I am the first to visit them.

On TQ the bug shows mostly about an hour after logging on. So for my SISI test I start off idling in a station for an hour and then travel down the Jita-Amarr pipe.

I have done two runs so far and did not have any problems loading systems.

*update* Have done more runs without issues.
Petrus Blackshell
Rifterlings
#69 - 2012-01-15 07:48:50 UTC
I was able to find a workaround for this on TQ! By default, the Windows time syncs via NTP with "time.windows.com". I switched it to sync with "time.nist.gov" instead, and that seems to have solved this issue with Eve. I have played for hours without noticing the slightest bit of jump lag.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#70 - 2012-01-15 19:35:53 UTC
Petrus Blackshell wrote:
I was able to find a workaround for this on TQ! By default, the Windows time syncs via NTP with "time.windows.com". I switched it to sync with "time.nist.gov" instead, and that seems to have solved this issue with Eve. I have played for hours without noticing the slightest bit of jump lag.


This didn't fix the problem.

I really hope a hotfix is pushed through soon.
DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#71 - 2012-01-15 19:41:35 UTC
Habakuk, I've sat and watched the drift time and I begin to see a noticeable difference between my PC clock and the in-game clock at about four and a half minutes. Sometimes it take 6-7 but I've been in a few heavy load systems today and it's making itself apparent quite quickly.
Caroline Grace
Retrostellar Boulevard
#72 - 2012-01-15 21:40:34 UTC
My lag after jumping has been reduced somehow in last few days, but I'm still having almost nonstop lag on modules or laggy ships after / even without jumping or undocking. The lag seems to be only graphical or rather just lag with duration timer on moduls;


For example, when I activate my modul, the duration timer "jumps" right away in the middle of circle, but the modul itself actually starts to work without any delay. Same with the "jumping effect", I have sometimes double effect of jumping sound and animation, but no delay with jumping time itself.


This occurs in low / high populated systems without any pattern. I have sometimes no lag in very populated area, then right after jumping to another low populated system I have laggy ships, laggy modules again. And also after few minutes / hours of playing.


I tried workarounds posted here, without any luck. So far, I discovered that if I do missions for few hours, then fly jumpy-long trip, the lag is much more probable.


I have to add that I'm not sure if this problem described above is even connected to this load lag at all. But maybe it is, I have no problems with connection and this lag-modul-timer and jumping mini lags are maybe some kind of "deviation" of "normal" load lag.

I'm Caroline Grace, and this is my favorite musical on the Citadel.

CCP Habakuk
C C P
C C P Alliance
#73 - 2012-01-15 22:01:53 UTC
Glorious CEO: Thank you a lot for testing it on Singularity!

DurrHurrDurr: How much is a noticeable difference for you? It might be useful, if you could save a logserver log of being ingame for at least 30 minutes while doing stuff and adding this to a bugreport (with the subject including my name).
For the release of this fix: As the fix is a bit more complicated it is not possible to "hotfix" it - it is currently scheduled to be included in the next client patch for Crucible 1.1.

Caroline Grace: These symptoms look a lot like problems with the clock sync - but it might be that your clock is sometimes a bit too fast and sometimes a bit too slow, which would explain the different issues.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#74 - 2012-01-15 22:22:06 UTC
CCP Habakuk wrote:
Glorious CEO: Thank you a lot for testing it on Singularity!

DurrHurrDurr: How much is a noticeable difference for you? It might be useful, if you could save a logserver log of being ingame for at least 30 minutes while doing stuff and adding this to a bugreport (with the subject including my name).
For the release of this fix: As the fix is a bit more complicated it is not possible to "hotfix" it - it is currently scheduled to be included in the next client patch for Crucible 1.1.

Caroline Grace: These symptoms look a lot like problems with the clock sync - but it might be that your clock is sometimes a bit too fast and sometimes a bit too slow, which would explain the different issues.


After 4-8 minutes of being actively in space (ie. shooting a POS, travelling, etc) I notice a difference of about 20-25 seconds between my system clock and the game clock. This gets exaggerated the more I travel and hang around in space. However, the difference doesn't seem to really exceed ~120 seconds.

How do I set up my client to log?
CCP Habakuk
C C P
C C P Alliance
#75 - 2012-01-15 22:37:53 UTC
DurrHurrDurr wrote:

After 4-8 minutes of being actively in space (ie. shooting a POS, travelling, etc) I notice a difference of about 20-25 seconds between my system clock and the game clock. This gets exaggerated the more I travel and hang around in space. However, the difference doesn't seem to really exceed ~120 seconds.

How do I set up my client to log?


This is some serious clock drift, which you are experiencing there - I'm not sure if we will ever be able to compensate this fully, but it should be at least better with this fix. The instructions for logserver can be found at http://wiki.eveonline.com/en/wiki/Logserver.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#76 - 2012-01-15 23:13:35 UTC
CCP Habakuk wrote:
DurrHurrDurr wrote:

After 4-8 minutes of being actively in space (ie. shooting a POS, travelling, etc) I notice a difference of about 20-25 seconds between my system clock and the game clock. This gets exaggerated the more I travel and hang around in space. However, the difference doesn't seem to really exceed ~120 seconds.

How do I set up my client to log?


This is some serious clock drift, which you are experiencing there - I'm not sure if we will ever be able to compensate this fully, but it should be at least better with this fix. The instructions for logserver can be found at http://wiki.eveonline.com/en/wiki/Logserver.


This issue didn't exist at all before the release of Crucible. Do the devs have any idea what's created the drift?
CCP Habakuk
C C P
C C P Alliance
#77 - 2012-01-15 23:19:47 UTC
DurrHurrDurr wrote:

This issue didn't exist at all before the release of Crucible. Do the devs have any idea what's created the drift?


As far as I know (as lowly QA dude): Before Crucible there was a clock sync at jumping (which was broken with Crucible), but if you stayed within one system you should have drifted like it is now on TQ.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Glorious CEO
Universal Frog
#78 - 2012-01-15 23:36:46 UTC
Just pointing out that I was playing fine after the initial Crucible release. Caravan events and new exploration content had me log in for hours, I def. would have noticed the bug. It was the pre-Christmas patch that broke Eve for me.
DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#79 - 2012-01-15 23:37:04 UTC
CCP Habakuk wrote:
DurrHurrDurr wrote:

This issue didn't exist at all before the release of Crucible. Do the devs have any idea what's created the drift?


As far as I know (as lowly QA dude): Before Crucible there was a clock sync at jumping (which was broken with Crucible), but if you stayed within one system you should have drifted like it is now on TQ.


Is there any possibility that the clock sync at jumping could be reinstated or is that something that's not going to happen?

I can deal with desyncs and weird HP/capacitor readings in-system but this drift from system to system makes travel in any kind of quick or efficient manner unrealistic.
DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#80 - 2012-01-15 23:37:48 UTC
Glorious CEO wrote:
Just pointing out that I was playing fine after the initial Crucible release. Caravan events and new exploration content had me log in for hours, I def. would have noticed the bug. It was the pre-Christmas patch that broke Eve for me.


Now that I think about it, I'll have to second this too. I can't remember any issues post-crucible until around Christmas.