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  1. #1
    Player
    Fylion's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    55
    Character
    Fylion Talofymir
    World
    Balmung
    Main Class
    Thaumaturge Lv 50

    Player Congestion -> "Low-Res" Models (Suggestion/Solution)

    Content: Large-scale open world events (ie Odin, Behemoth, future content). Alliance events/content.

    Issue: Users experience high latency (both graphical and performance). Some characters don't load within what is the usual proximity for other content. The result is feeling more like one is battling the system and servers, rather than the content.

    Proposed Solution: Implement a "low-res" version of character models for such content. "Low-res" means a model that is standardized based on fewer parameters. Example: other player models generated based on 3 variables, 1-Race, 2-Gender, 3-Job.
    ->Helps how?: Reduces amount of data being transferred between client and server. Reduces amount of data being processed by client. Reduces amount of resources used by server.
    (0)

  2. #2
    Player
    Fylion's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    55
    Character
    Fylion Talofymir
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Sorry for the very short initial post, but with the character limit I wanted to ensure the meat of the idea was all together.

    Basically the problem as I experience it is that the events that are meant to be "epic, large scale battles" feel anything but. The issue has been around for a while and improvements HAVE been made! (Thanks devs! ) However, the above solution would improve the situation greatly.

    This particular solution has some historical backing. A PVP-oriented MMO utilized a similar system for their multi-server whole-world battleground, with great success.

    The option potentially exists in this solution to allow the client to decide whether or not it will use the models, go with the current setup, or limit to non-party characters. This type of model would not be used, or even wanted, in the majority of situations, only in those that cause extremely heavy server load.

    If you like the idea, please give the first post a "thumbs-up". Thank you!
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  3. #3
    Player
    Surian's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    468
    Character
    Surian Bedivere
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    Actually, graphic changes will do nothing for server and latency problems. Even the lowest single pixel textures and block-ey models wont get over the fact that the server is trying to keep track of 1000 people using hundreds of diffirent actions, movements and stuffs in one single zone, on one single monster, in one single spot.

    It will increase your own computer's performance in the way of running smoother, however that has little to do with the troubles the server has.

    For those of us with monster computers who can run this game with ease, it stutters too, only due to the number of connections all trying to interact with the same object and each other, since the server sends the data from everyone to everyone as well for positioning and triggering of animations. They had a decent half-fix by giving monsters priority and only letting you see a certain number of people, which meant the amount of back/forth communication was minimal between players.

    However, nothing short of blatantly doubling or tripling their server power will fix the problems. However cost/reward for one single battle is... yeah... :/
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  4. #4
    Player
    Fylion's Avatar
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    Mar 2012
    Location
    Gridania
    Posts
    55
    Character
    Fylion Talofymir
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    If it were only graphical, I'd agree. If I'm correctly remembering what the other MMO did, it completely eliminated the transfer of data regarding individual equipment and character models. Would that not drastically reduce server load here? Especially given the current max characters displayed and how frequently current characters displayed changes, would that not free up enough resources to warrant implementing?

    Granted, in the grand picture character model data probably accounts for a small percentage of the overall processing power and bandwidth, yet small changes can sometimes allow for a great impact. *Real example: business changed over last year from halogen to LCD bulbs. Energy consumption was noticeably smaller -a few thousand dollars less (no other significant power changes were made); a big change from a small percentage of our energy usage.* My point being, in the course of a single event, a small change in server load could provide noticeable benefits.
    (1)

  5. #5
    Player
    Surian's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    468
    Character
    Surian Bedivere
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    Having people show up as generic models disregarding gear, and hairstyles, yes. That would probably actually fix a lot of it. A good portion of the data send would be reduced.

    And it's not like you'd care if unknown miqo'te player #324 standing on the other end of the battlefield wears DL or looks like a generic mage, with a set color of hair instead of pink/green/blue-ish gold. Even less so when you and your party are busy fighting something like Behemoth and Odin.
    (1)