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Player Features and Ideas Discussion

 
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Time to adjust the server ticks?

Author
Deckel
Island Paradise
#1 - 2017-05-02 05:39:18 UTC
As far a I know the server tick has always been the standard mechanism in Eve to synchronize commands that drive the actions of our pilots, but isn't it about time that the game change and adjust to be more fluid? Sure the game has expanded and the graphics have improved but in 15 years since deployment CPU power and networking speeds have vastly improved. Shouldn't this mean that the server tick could be decreased as well and changed from a full second to 1/2 second or even 1/4 second in order to allow more instantaneous reaction for our pilots?

Is this doable or Would the server load really be that awful?
Or would this cause balance issues due to being extra responsive to those who live close to the server, with latency issues still being an issue for those who live far from the server?

I think it would be a real improvement if the server calculation ticks could be decreased, but it would be a real shame if such advancement was merely be held back due to non-technical reasons.

What do you all think?
Marika Sunji
Perkone
Caldari State
#2 - 2017-05-02 05:49:52 UTC
No, this is functionally impossible and would create a lag hell that would be even worse than what we currently get. Consider big fights - you get 10% tidi thorough, as well as a number of additional issues, like modules red-cycling. All this is happening with top-end hardware.

Now consider the effect of reducing the server tick by half. Currently, Tranquility has to calculate one State-of-the-game per second. If the tick was 1/2 second, TQ would need to calculate two such states per second, which means virtually double the server load.

TL;DR: Servers are struggling to keep up with such a huge, non-instanced world as-is, they really don't need many times more load.
Deckel
Island Paradise
#3 - 2017-05-02 06:08:41 UTC
Marika Sunji wrote:
No, this is functionally impossible and would create a lag hell that would be even worse than what we currently get. Consider big fights - you get 10% tidi thorough, as well as a number of additional issues, like modules red-cycling. All this is happening with top-end hardware.

Now consider the effect of reducing the server tick by half. Currently, Tranquility has to calculate one State-of-the-game per second. If the tick was 1/2 second, TQ would need to calculate two such states per second, which means virtually double the server load.

TL;DR: Servers are struggling to keep up with such a huge, non-instanced world as-is, they really don't need many times more load.


Or ... would it even out the server load.
Is the server having to calculate all incoming processes within each tiny moment a tick rolls over each second?

Yes overall load would be higher because the server would have to be listening for processes to come through more often but would this actually allow it to level off the calculation load within that second into multiple chunks, thus easing the calculation pressure?

It is however quite possible, and perhaps even likely that measures have been taken to pre-calculate processes before responding to them on the server tick, which would make my above theory wrong, but if not then it may be possible that a decrease in the server tick could actually improve performance, so don't completely discount the possibility.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2017-05-02 06:15:06 UTC
I think that instead of tidi kicking in at 500-1000 players, it would kick in at 250-500. This would make it utterly guaranteed every time someone undocked a fleet.

That would be bad.
Deckel
Island Paradise
#5 - 2017-05-02 06:26:44 UTC  |  Edited by: Deckel
Danika Princip wrote:
I think that instead of tidi kicking in at 500-1000 players, it would kick in at 250-500. This would make it utterly guaranteed every time someone undocked a fleet.

That would be bad.


If it came to that you could always add the shift in server ticks back to 1 second as the first level of tidi. Not everyone lives in a large fleet though and I think improving responsiveness for the players in the vast majority of their game play could really improve the game experience.

The real question though is: If it is or becomes technically possible and practical to reduce the server ticks would you want it and do you think it would improve the game?
Rivr Luzade
Coreli Corporation
Pandemic Legion
#6 - 2017-05-02 08:19:22 UTC
Deckel wrote:
If it came to that you could always add the shift in server ticks back to 1 second as the first level of tidi.

CCP cannot even manage to put a system onto a different node on the fly. How do you think the will fare with switching server ticks on the fly?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Lothros Andastar
The Scope
Gallente Federation
#7 - 2017-05-02 08:33:39 UTC
Rivr Luzade wrote:

CCP cannot even

Fixed that for you.

But in all seriousness, CCP literally can't do this even if they wanted to because of L E G A C Y C O D E
Tessa Sage
Long Pig Luncheon Meat
Sending Thots And Players
#8 - 2017-05-02 09:52:05 UTC  |  Edited by: Tessa Sage
Marika Sunji wrote:
No, this is functionally impossible... consider the effect of reducing the server tick by half. Currently, Tranquility has to calculate one State-of-the-game per second. If the tick was 1/2 second, TQ would need to calculate two such states per second, which means virtually double the server load.

TL;DR: Servers are struggling to keep up with such a huge, non-instanced world as-is, they really don't need many times more load.


Not just double the server load, but double the power consumption across the channels, furthering heat build-up and affecting the bandwidth gains of having a full second hash by, if I had to guess, 80%. For said half-second, Tranquility would need 400% more RAM and 18 times the cooling space.

If EVE becomes a million active on the weekends, then maybe they'd have the overhead covered to crank it up. I just don't think CCP wants to tear out one of their elevator shafts to fit the upgraded bandwidth.
Donnachadh
United Allegiance of Undesirables
#9 - 2017-05-02 13:54:20 UTC  |  Edited by: Donnachadh
Half second ticks are a terrible idea. To hell with the hardware and the costs CCP may need to incur to make it happen all I care about are those of us that live in out lying areas where we are just barely into the DSL (good day maybe 256kbps raw connect speed) era and fiber optics is a dream that will never come true. Not to mention that our ping times are routinely 4 times that of players that live just a few miles closer to town and ping delays of more than 10 times what they get are not uncommon. All of this means that it is not unusual for us to be playing with the functional equivalent of a 2 second tick, with your proposed change we would be playing against the functional equivalent of a 4 second tick in today's game. We have figured out ways to deal with the 2 second delay in most cases, if that were doubled again we would have trouble even running the high end PvE content and all forms of PvP would be a one way suicide missions.

Yes I am being EXTREMELY selfish, we have played this game a very long time, we continue to play this game because it is one of the few we can still play on a reasonably competitive level against the rest of the world and now you want CCP to change that.
Well pardon me but take your crappy idea and stuff it somewhere.
Cade Windstalker
#10 - 2017-05-02 14:59:48 UTC
Deckel wrote:
Or ... would it even out the server load.
Is the server having to calculate all incoming processes within each tiny moment a tick rolls over each second?

Yes overall load would be higher because the server would have to be listening for processes to come through more often but would this actually allow it to level off the calculation load within that second into multiple chunks, thus easing the calculation pressure?

It is however quite possible, and perhaps even likely that measures have been taken to pre-calculate processes before responding to them on the server tick, which would make my above theory wrong, but if not then it may be possible that a decrease in the server tick could actually improve performance, so don't completely discount the possibility.


No, it wouldn't. What's mostly being updated every second is the physics sim. Ships moving, distances being calculated, ect. You're essentially doubling the work the server has to do per tick because the vast majority of the work done in tick increments is this stuff. Everything else gets processed more or less as it comes in and much of it is done asynchronously unless it relies on the physics state.
Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2017-05-02 15:12:58 UTC
Last o saw a dev chime in on this they said the 1 second server tick is integrated in so many pieces of code all over the game you'd be talking about rewriting the whole game pretty much.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Carnivorous Swarm
Doomheim
#12 - 2017-05-02 15:20:14 UTC
Daichi Yamato wrote:
Last o saw a dev chime in on this they said the 1 second server tick is integrated in so many pieces of code all over the game you'd be talking about rewriting the whole game pretty much.


No way! I already solved this rewrite in one line:

sed -i 's/1/0.5/g' *.py


Simple, straightforward, and 1000% bug free.
Danika Princip
GoonWaffe
Goonswarm Federation
#13 - 2017-05-02 18:03:29 UTC
Deckel wrote:
Danika Princip wrote:
I think that instead of tidi kicking in at 500-1000 players, it would kick in at 250-500. This would make it utterly guaranteed every time someone undocked a fleet.

That would be bad.


If it came to that you could always add the shift in server ticks back to 1 second as the first level of tidi. Not everyone lives in a large fleet though and I think improving responsiveness for the players in the vast majority of their game play could really improve the game experience.

The real question though is: If it is or becomes technically possible and practical to reduce the server ticks would you want it and do you think it would improve the game?



If it was possible to do so with zero impact on any part of the game, then sure.

The technology for that simply does not exist yet, however.

(Also, tidi kicking in at 250 in system is not 'big fleet'. That's 'tuesday afternoon in the staging system'.)
Jonah Gravenstein
Machiavellian Space Bastards
#14 - 2017-05-02 19:48:55 UTC  |  Edited by: Jonah Gravenstein
The hardware that CCP are currently running wouldn't be able to handle it, despite being some of the best in the industry.

CCP are early adopters when it comes to hardware, often having long term access to experimental hardware from people like IBM and Nvidia. In one instance they were the only civilian customer for a now commonplace piece of hardware, the SSD; the other customer at the time was the US military.

This article is 4 years old, but it should give you an idea of how much CCP invest in hardware. They've upgraded since then AFAIK, so Eve is probably still running on one of the industry's largest supercomputer clusters.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Alderson Point
Federal Navy Academy
Gallente Federation
#15 - 2017-05-02 20:07:21 UTC  |  Edited by: Alderson Point
Deckel wrote:
As far a I know the server tick has always been the standard mechanism in Eve to synchronize commands that drive the actions of our pilots, but isn't it about time that the game change and adjust to be more fluid? Sure the game has expanded and the graphics have improved but in 15 years since deployment CPU power and networking speeds have vastly improved. Shouldn't this mean that the server tick could be decreased as well and changed from a full second to 1/2 second or even 1/4 second in order to allow more instantaneous reaction for our pilots?

Is this doable or Would the server load really be that awful?
Or would this cause balance issues due to being extra responsive to those who live close to the server, with latency issues still being an issue for those who live far from the server?

I think it would be a real improvement if the server calculation ticks could be decreased, but it would be a real shame if such advancement was merely be held back due to non-technical reasons.

What do you all think?



It really would not be of any benefit to a game like EVE, something like a twitch reaction game maybe, but for EVE it would not positively improve the visual or game fluidity in any way, (that would come from improving your system) and it would in fact have significant performance implications, and undo most of the hardware upgrade work that has been done recently. We are still a LONG way away from removing the delays and load points. And they would need to be dealt with and another few generations of hardware implemented before we reach that point, and It still would provide no benefits the game would need to be written with a totally different architecture to benefit from a reduced "tick". When the world has universal 1gb internet, then its maybe worth having a development meeting, with quantum computers and advanced AI taking the minutes.

That is not strictly true, It WOULD make it easier to gank travel fit interceptors, but thats hardly worth degrading the rest of EVE for.
Linus Gorp
Ministry of Propaganda and Morale
#16 - 2017-05-02 20:45:26 UTC
Carnivorous Swarm wrote:
Daichi Yamato wrote:
Last o saw a dev chime in on this they said the 1 second server tick is integrated in so many pieces of code all over the game you'd be talking about rewriting the whole game pretty much.


No way! I already solved this rewrite in one line:

sed -i 's/1/0.5/g' *.py


Simple, straightforward, and 1000% bug free.

This is probably the most ******** thing I've read this year and that says a lot.

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

Phaade
LowKey Ops
Shadow Cartel
#17 - 2017-05-04 13:19:56 UTC
One second server ticks are the death of pvp pilots all across New Eden. Particularly frigate pilots. Although I'm sure it allows people to escape being tackled at times as well.

It's terrible how sluggish and unresponsive the game is in general, but I hear there's nothing to be done about it... and it's still an epic game.