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Fleet formations

Author
Gasgat Alur
The Scope
Gallente Federation
#21 - 2012-01-16 10:02:57 UTC
How that'll limit CPU usage? well the other 35.000 players that are not participating in the 500+ fleet battle would not be overloading the server with calculations.

I dont know much about fleet battles or even PVP but from what i've heard there's already a lot of lagg when huge fleets are fighting. This is now being corrected with time dialation as I understand it? The diffrence between having fleet formations and not having it in big fights while time dialation is active might not be that big and what do we gain from it? A complete make-over of combat overall, for better or worse, definetely worth a try as I see it, fleets and formations goes hand in hand.

If you're reading this then that means my time travel worked

Lord Zim
Gallente Federation
#22 - 2012-01-16 10:05:01 UTC
You do realise that we're working with a server shard, not one server, right?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Gasgat Alur
The Scope
Gallente Federation
#23 - 2012-01-16 10:07:38 UTC
No I do not, please explain!

If you're reading this then that means my time travel worked

Lord Zim
Gallente Federation
#24 - 2012-01-16 10:15:28 UTC
Long story short, eve runs on a huge cluster of servers. Normally, each server has multiple solar systems running on it, one python process pr solar system (I believe), because there's no reason to dedicate one server to each solar system. This is, however, done when we're expecting large fleet fights (or in some cases, this reinforcement request is never sent), so that the fleet fights have as many resources available to them as possible, to limit lag.

Unless I'm mistaken, everything within a system, from the market, stations, POSes, PI, pilots, drones, missiles etc etc etc, is processed within that one solar system process. The rest of the eve universe isn't anywhere near that process. This is why, when the solar system isn't reinforced, and a huge fight goes down, sometimes you see solar systems at the other end of the universe starts bitching about lag.

Add to all this the fact that lowsec lags even harder than nullsec because of extra rules, then add in LOS calculations ... and what do you think will be the result?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Gasgat Alur
The Scope
Gallente Federation
#25 - 2012-01-16 10:48:03 UTC
Right now I get it! Explains a lot hehe

Anyway if this is how it works, wouldnt it be possible to put aside one of the servers/shards and use it merely to calculate? If it were possible the formation and calculation wouldn't affect the game lagg at all.

You're probably thinking that it's not worth the cost? I disagree (as always!), in the long run this could possible pay off as it would make for cooler videos that should interest people to sign up for EVE (combined with the battle record that's going to be pretty epic btw).

If you're reading this then that means my time travel worked

Lord Zim
Gallente Federation
#26 - 2012-01-16 11:14:56 UTC
If you absolutely wanted to make LOS etc work, you would have to drastically rework how eve handles players and solar systems etc. If you make each player a python process, then the load would be much more evenly spread out across the nodes, and things like LOD would be slightly more feasible. You'd still end up with issues, chief amongst would be concurrency issues, which I believe is the main reason why we're still at the point where everything that goes on in a solar system is in one process.

As for offloading the calculations to a separate server or core, that's just adding complexity to an already complex setup, it's yet another thing that can go wrong. If there's two things you'll learn if you setup larger systems for a living, it's "keep it simple, stupid", and "what can **** up, will". It can work, yes, what if that (or those) servers are loaded to the point of taking more than a second to do the calculations? What if it dies?

I'm not saying it wouldn't be hilarious, it would. It would be awesome to actually fly the ship as well, but there are some things which just aren't possible, either realistically, or without making huge changes to the existing system architecture, and them's the breaks.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Gasgat Alur
The Scope
Gallente Federation
#27 - 2012-01-16 11:29:19 UTC
That's true that this would add risks but as you explained it there's already plenty. And why should we hold back on something that could be groundbreaking because there is a risk? there's always a risk, the question is if the risks are worth it which we won't know until we've tried sadly Ugh

Also, it sounds to me that a server that is running only calculations compared to a server that is handling a solar system is far less risky! Meaning we add little risk for something awesome <- feel free to correct me on that

If you're reading this then that means my time travel worked

Lord Zim
Gallente Federation
#28 - 2012-01-16 11:57:16 UTC
The risk as it's structured now is we have essentially 2 servers (well, that's oversimplifying it a little, there are proxy servers etcetcetc in the mix as well, but if they don't work, nothing works), the solar system server and the SQL server (which is a cluster). That's two servers which can have issues, be it hardware, software, external hardware (network, power, etc).

If they moved the LOS calculations out to a separate server, that's 3 servers which can have an issue. And that's ... more. The nature of what's beinc calculated is irrelevant, except if you're thinking there could be bugs, in which case I'll just point out that the more sourcecode there is, the more bugs there are. And what happens if the calculations server goes down? The solar system server is now dependent on the calculations server doing its job.

Additionally, this is dependent on the server being able to work properly concurrently, i.e. it can fire off the calculation and keep doing all the other computation that needs to be done. If it can't, all you've done is split some functionality out to a different server, you'll still have to wait more or less the same amount of time for the calculations to be done (maybe even more, since you have to collect, serialize and deserialize the data, do the calculations, serialize and return the data, deserialize the data and apply damage etc to the correct ships/modules/etc). We're talking about more that has to be done pr tick, and I'm not convinced the gains would be worth the extra risk and costs, not with the current architecture of the entire server cluster.

In short, it isn't "far less risky", it's additional risk. Each server you add to a solution adds risk. You have harddisks that die, memory that go bad, motherboards that fry themselves, network cards that stop working, network switches that stop working, servers losing power, etc etc etc. The more you have that can go wrong, the more will go down.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Gasgat Alur
The Scope
Gallente Federation
#29 - 2012-01-16 12:10:20 UTC
You've made your point and I agree (seriously).

Obviously adding another server just for calculations isn't an option.

So the question remains, how much of the CPU would it cost to run the calculations on the same server that is running a solar system where a 500 man fleet is in battle (worst case scenario~)? And if it does start lagging, how much more time dialation will be added? Is it worth it? Consider how often a battle of this magnitude is fought compared to a 20 vs 20 with no lag, and both fleets are utilizing formations.

If you're reading this then that means my time travel worked

Iris Bravemount
Golden Grinding Gears
#30 - 2012-01-16 12:23:04 UTC
I'm an absolute noob in programming but...

Is it possible to make each grid a separate process, instead of every system ?

This would remove the concurrency problem while still increasing process granularity.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Gasgat Alur
The Scope
Gallente Federation
#31 - 2012-01-16 12:25:27 UTC
Iris Bravemount wrote:
I'm an absolute noob in programming but...

Is it possible to make each grid a separate process, instead of every system ?

This would remove the concurrency problem while still increasing process granularity.


What do you mean by grid? A area within the solar system where players are active or?

If you're reading this then that means my time travel worked

Lord Zim
Gallente Federation
#32 - 2012-01-16 12:37:17 UTC
Gasgat Alur wrote:
So the question remains, how much of the CPU would it cost to run the calculations on the same server that is running a solar system where a 500 man fleet is in battle (worst case scenario~)? And if it does start lagging, how much more time dialation will be added? Is it worth it? Consider how often a battle of this magnitude is fought compared to a 20 vs 20 with no lag, and both fleets are utilizing formations.

I think the tool Veritas use to break down how much time is being spent in which functions showed that a fleet warp was taking something like 100-150ms to initiate one fleetwarp. I'm not sure those numbers are accurate (it's been a while). You can do the math from there.

The actual "formations" isn't the problem, it's the LOS that is the problem.

Iris Bravemount wrote:
I'm an absolute noob in programming but...

Is it possible to make each grid a separate process, instead of every system ?

This would remove the concurrency problem while still increasing process granularity.

If you've seen how much of a ***** it is to move a player from one solar system to another, then you wouldn't ask that question.

Gasgat Alur wrote:
What do you mean by grid? A area within the solar system where players are active or?

IIRC, a grid is generated every time you land somewhere.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Gasgat Alur
The Scope
Gallente Federation
#33 - 2012-01-16 12:44:08 UTC
Right, i'm leaving it to someone who understands to calculate just how much this would affect the servers :)

@Iris Bravemount
I know what you're thinking but it just wouldn't work very well. Just like Zim is saying, it just ain't worth it, more swapping between servers would mean more session changes and more transfering of data which would be a pain in the *** Sad

If you're reading this then that means my time travel worked

kai dragonstorm
2ND TO NONE
#34 - 2012-01-16 16:11:45 UTC
ok, forget the line of sight thing, how about formations just for having your squad in the right places so everyone is together and it looks cool,
Lord Zim
Gallente Federation
#35 - 2012-01-16 16:39:35 UTC
One option would be to train your people to suck less at flying.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Gasgat Alur
The Scope
Gallente Federation
#36 - 2012-01-16 17:22:12 UTC
kai dragonstorm wrote:
ok, forget the line of sight thing, how about formations just for having your squad in the right places so everyone is together and it looks cool,


Aye a easy first step would be to implement formations and it would look real cool if you had 2 enemy fleets flying in formation opposite to each other firing!

Lord Zim wrote:
One option would be to train your people to suck less at flying.


I doubt it's possible to make a 100 pilots fly in a perfect formation at the exact same speed..

If you're reading this then that means my time travel worked

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