Page 8 of 9 FirstFirst ... 6 7 8 9 LastLast
Results 71 to 80 of 82

Thread: PS4 trailer

  1. #71
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Damifino View Post
    Yeah.... SO?

    Why a 10 hour maintenance on the 19th, IMMEDIATELY following a 3 hour maintenance on the 14th, to put in "support" for the PS4, for whom the version is not due to be released for yet another month?


    Ridiculous I say!


    Yes
    Only PS4 support in 2.16

    I wish they would not put retainer bells in Revenant's Toll. There would be now more people. Gridania is only 5 minutes away with chocobo.
    (1)
    Last edited by Felis; 02-14-2014 at 03:33 PM.

  2. #72
    Player
    HEC's Avatar
    Join Date
    Aug 2013
    Posts
    1,620
    Character
    M'ete'leskum B'leskum
    World
    Moogle
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Hysterior View Post
    are mouses like Razer Naga working on the PS4 version?
    Nope as they're using OS specific drivers / settings for the enhanced features. Only Keyboards or Mice with hardware buttons / macros would work (and still require PC to upload the macros to them or change the settings).
    (0)

  3. #73
    Player
    Laraul's Avatar
    Join Date
    Nov 2011
    Posts
    902
    Character
    Laraul Lunacy
    World
    Hyperion
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Archulak View Post
    The maximum size that they'd have to support(which is the problem) is 40 characters per account X 30 different gearsets (It can go higher it's just how many I know I have) X 14 different equips per gear set X 100 different hot bar skills(10 hotbars available with 10 skills per) meaning that 1 character takes 1.68 GB just for that information(assuming each piece of that information is 1 byte and its probably more than that) and since 60mil+ chars have been created so far that means to store that data just right now you'd need a min of 100.8 TB of storage.

    Oh and before someone jumps on me for saying it's only 100 TB SE could afford that easily each of those things are probably 100 bytes minimum meaning the actual size would be closer to 10 PB.
    You are ignoring compression, and storage space is cheap. Bandwidth is the costliest.
    (0)
    Last edited by Laraul; 02-14-2014 at 10:14 PM.

  4. #74
    Player
    Noata's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    270
    Character
    Kazari Uiharu
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Laraul View Post
    You are ignoring compression, and storage space is cheap. Bandwidth is the costliest.
    That's not how it works. I work in a datacenter. Compression is impossible, a file compressed can be used unless the data your compressing needs to be referenced or updated(each time it did would require an un-compress then re-compress meaning you need to save space for the files expansion). so compression is a no go. plus the additional IO and transfer of data to read all this data that updates if you move any icon, switch any item and so on would be bad practice. for example. websites cache stuff locally to a browser to stop the front end from having to constantly query the backend database.
    so to list a few flaws in storing the data on a server in a data center.
    -additional monthly cost from data center to "store" data.
    -additional IO that would require additional monthly fees to provide from data center.
    -new design to support the amount of database queries to all clients simultaneously
    #Data centers charge by the GB of space. getting 10PB would likely cost more per month then most of you make in a year.

    Data center storage is not cheap... this is not paying 30 dollars for a 1TB drive. Server storage is on a whole different level and is not cheap.

    Not saying its not possible. just this is done by design and not later. it could call for recoded server structure. the easiest way would be to limit what is saved. Like TERA who keep a small config file that gets pulled down locally and updated when modified and sent to server. though what they save is very limited.
    (4)
    Last edited by Noata; 02-14-2014 at 11:33 PM.

  5. #75
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Not saying that you are wrong - quite the opposite - but there are a few ways to mitigate the storage space dilemma. They could store a diff file, for instance. If I were to make a gross guess, very few users actually make many changes to their macros or have many gear sets. As such, if you store only the users' alterations, rather than the individual data itself, you could drastically reduce the overhead. Depending on the format of the diff file, you could quickly and efficiently load macro and setting changes without permuting TBs of data. That's a pretty superficial improvement though.

    On a a more abstract level, you could use a flyweight to enumerate commonalities between gear sets. If two people have the same gear set, you can use 16 bytes instead of 28, if 3 people use the same gear set, that goes to 17:42. Hotbars are the real sticking point, there's only so many ways to visualize that data. The issue is that hotbars are too general-purpose, abilities would be easy enough to map, but macros, gear sets, and emotes greatly increase the range of data that needs to be available. Best case scenario is the number of hotbar items * 2 bytes + 4 bytes (for region markers so that you can overload bits).

    Bottom line, with a few clever data permutations, in the end, you're going to end up with ~6kB (assuming 2 bytes per item) per character for hotbars and 1.7kB (assuming 4 bytes per item) per character for gearsets. Of course, since you're assuming macros are static resources, you'll have to make those available as well, that's another 40 bytes (4 byte command * number of lines) per macro, so plop on another 4kB on the front. So call it a cool 22kB per character.

    To use the number (which I am not sure where it comes from, but I'll keep things consistent) stated above, if there are 60 million accounts - active and inactive - you would spend ~1.32TB of space storing the data server side. Please by all means check my math, I do have a bad habit of loosing orders of magnitude form time to time, but I have gone over these numbers quite few times now, and I'm fairly confident in them.

    It's worth noting that you could substantially reduce the bandwidth strain as well by only downloading and uploading the file on session creation and session deletion. It would cause occasional funkiness, such as when you crash after writing a new macro, but it would not effect the discussion at hand, which is transferring data to a new device. You could also mitigate the above by making downloads only constructive, while uploads are both constructive and destructive. That way you wouldn't lose new macros on a crash, but they wouldn't appear on new machines until you correctly shut down.
    (0)

  6. #76
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Archulak View Post
    The maximum size that they'd have to support(which is the problem) is 40 characters per account X 30 different gearsets (It can go higher it's just how many I know I have) X 14 different equips per gear set X 100 different hot bar skills(10 hotbars available with 10 skills per) meaning that 1 character takes 1.68 GB just for that information(assuming each piece of that information is 1 byte and its probably more than that) and since 60mil+ chars have been created so far that means to store that data just right now you'd need a min of 100.8 TB of storage.
    Your math is quite far off the mark, first because you multiplied by the maximum number of characters someone could have and then gave the result as "per character", and secondly because you multiplied the gearset information times the number of hotbar slots.

    So instead of: 40 * 30 * 14 * 100 * 60mil = 100.8 TB
    it would be: ((30 * 14) + 100) * 60mil = 31.2 GB

    Now, as you said, some of that info may have more than one byte, so the real amount could be significantly higher than 31.2 GB, but it wouldn't be anywhere near 100 TB, nor even 1 TB for that matter.


    Quote Originally Posted by Archulak View Post
    each of those things are probably 100 bytes minimum meaning the actual size would be closer to 10 PB.
    The hotbar slots would each hold the ID number of either a skill, an item, or a macro slot. Even if the ID numbers they use are 64 bit, that's only 8 bytes, and they're more likely to be 32 bits, or 4 bytes each, since that would still provide more than enough unique ID numbers for the number of skills and items likely to ever be in the game.

    The gear set slots hold an item ID and a dye color ID. (They don't store the rest of the details about an item. If you have two items of the same type and color, switching to the gear set will take whichever is currently stored first in your armoury chest.) That's only two numbers, probably 4 or at most 8 bytes for the item ID and one byte for the color.

    So assuming the most likely 5 bytes per gearset item and 4 bytes per hotbar slot, along with your numbers from earlier we get:
    ((30 gearsets * 14 items * 5 bytes) + (100 hotbar slots * 4 bytes)) * 60mil characters = 150 GB total
    or if the ID numbers are 64 bit, it would be:
    ((30 gearsets * 14 items * 9 bytes) + (100 hotbar slots * 8 bytes)) * 60mil characters = 274.8 GB total


    Quote Originally Posted by Noata View Post
    plus the additional IO and transfer of data to read all this data that updates if you move any icon, switch any item and so on
    You're assuming the pieces would be updated individually in real-time. That would be one option, but a far more cost effective one would be to update the entire structure just once at logout.
    (1)
    Last edited by Niwashi; 02-15-2014 at 02:30 AM.

  7. #77
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Niwashi
    The gear set slots hold an item ID and a dye color ID.
    We're way off topic at this point, but I just wanted to point out that you forgot that the new system coming out next update prioritizes by the correct materia, so it need materia info as well, so append another 5 bytes on there. Also, remember that each gear set has its own hotbar sets, so it's not ((30 * 14) + 100) * 60mil = 31.2 GB, but (30 * (14 + 100)) * 60 mil = 205.2 GB.
    (0)

  8. #78
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Hulan View Post
    I just wanted to point out that you forgot that the new system coming out next update prioritizes by the correct materia, so it need materia info as well, so append another 5 bytes on there.
    Ah, I didn't know about that. Nice.

    Quote Originally Posted by Hulan View Post
    Also, remember that each gear set has its own hotbar sets, so it's not ((30 * 14) + 100) * 60mil = 31.2 GB, but (30 * (14 + 100)) * 60 mil = 205.2 GB.
    That's partially right (and closer to right than I was in my previous post). Gear sets don't have their own hotbar slots, but classes and jobs do, so with 19 classes and 9 jobs it would be
    ((30 * 14) + (28 * 100)) * 60mil = 193.2 GB

    and with reasonable sizes added (including that extra 5 bytes for materia you mentioned for the next update) it comes to:
    ((30 gearsets * 14 items * 10 bytes) + (28 classes&jobs * 100 hotbar slots * 4 bytes)) * 60mil characters = 924 GB total

    So it could be getting near the 1 TB level if every character ever created has all 19 classes, all 9 jobs, and all possible hotbars enabled and class/job specific. If they only store the parts that are actually in use, though, they'd probably save most of that space due to characters without all the classes and jobs, or who only use a couple hotbars for some of their classes. That pattern just needs a small overhead for marking which pieces are in use and which aren't.
    (0)
    Last edited by Niwashi; 02-15-2014 at 04:10 AM.

  9. #79
    Player
    TurboSol's Avatar
    Join Date
    Sep 2013
    Location
    Limsa-Lominsa
    Posts
    192
    Character
    Choptimas Prime
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    dat meteor wipe on king behemoth lol
    (0)

  10. #80
    Player
    Quiz's Avatar
    Join Date
    Oct 2013
    Posts
    318
    Character
    Quiz Noir
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Laf View Post
    SE stated itself - ~650K subs after subscription kicked in... obviously there are less ppl now... SE counting stuff same as EA in KOTOR..? Adding ghost players... temporary activating inactive accounts... so everything would look better to investors?
    Every company does that.
    (0)

Page 8 of 9 FirstFirst ... 6 7 8 9 LastLast