Author Topic: Lag  (Read 705 times)

Legacy_Eradrain

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Lag
« Reply #15 on: September 15, 2010, 10:04:22 pm »


               Two things.

1.  ehye_khandee, please stop advertising your server on this thread.  This isn't an "I'm looking for a place to play" thread, nor is it a "Showcase your server!" thread.  We're not in the Persistent World forum.  Your first post was both in poor taste and borderline off-topic, your second post (feature rich, lag free!) is slightly more on-topic, but still blatant advertising.

2.  HipMaestro - Different servers use connections of differing strength.  Some guys run servers out of their college dorm on a cable modem they share with everyone else in the building while simultaneously streaming porn and downloading pirated music.  Servers like this will lag.  Some people buy dedicated servers with fiber-optic lines, these will have next to no lag.  Your nephews of course would not encounter lag running on a LAN because a LAN is not an internet connection - you've got a direct local line to all the other computers, it's the fastest, most lag-free form of gaming connectivity there is, that's why professional gaming tournaments are always LANs.

People who are citing scripts or player counts are, I think, missing the most obvious point.  Yes, those things effect lag, but not nearly as much as a server's basic connection to the internet and that, unfortunately, is not something you can control.  Bandwidth and data transfer are the main bottlenecks here, much moreso than the game or any module.
               
               

               


                     Modifié par Eradrain, 15 septembre 2010 - 09:19 .
                     
                  


            

Legacy_HipMaestro

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« Reply #16 on: September 15, 2010, 11:02:11 pm »


               

Eradrain wrote...

Two things.

1.  ehye_khandee, please stop advertising your server on this thread.  This isn't an "I'm looking for a place to play" thread, nor is it a "Showcase your server!" thread.  We're not in the Persistent World forum.  Your first post was both in poor taste and borderline off-topic, your second post (feature rich, lag free!) is slightly more on-topic, but still blatant advertising.

I noticed it.  But it really doesn't bother me since I am the only person who will evaluate whether lag is an issue or not.  Advertisements have never influenced me beyond furnishing a link which I may sample at some future date. So no foul, no harm as far as I am concerned.  If it's information I can use, the format becomes secondary.

2.  HipMaestro - Different servers use connections of differing strength.  Some guys run servers out of their college dorm on a cable modem they share with everyone else in the building while simultaneously streaming porn and downloading pirated music.  Servers like this will lag.  Some people buy dedicated servers with fiber-optic lines, these will have next to no lag.  Your nephews of course would not encounter lag running on a LAN because a LAN is not an internet connection - you've got a direct local line to all the other computers, it's the fastest, most lag-free form of gaming connectivity there is, that's why professional gaming tournaments are always LANs.

Very true.  I should have been more specific about the ways they coop together. They do make private games on Gamespy, however, so THAT wouldn't be considered running a LAN would it?  Regardless, they never have any lag issues when one of them servers the game.  

People who are citing scripts or player counts are, I think, missing the most obvious point.  Yes, those things effect lag, but not nearly as much as a server's basic connection to the internet and that, unfortunately, is not something you can control.  Bandwidth and data transfer are the main bottlenecks here, much moreso than the game or any module.

I'm not sure about the script part of that statement, because even a single inefficient script could lag like crazy if it is called to fire often.  But the player count aspect is easy to identify.  And to be honest, I tend to stray away from the "popular" servers for that exact reason, too crowded.  I suppose my bias may be ill-founded because the server itself could be a very slick-operating one that would cause no latency for me.

The one suggestion that seems to have some real merit is running a traceroute just after connecting.  If my local  connection must negotiate a voyage through several repeaters to establish communication, the "mother" capacity/power of the server itself can still be rendering slow on my machine.  Now move that same server position to within 2 or 3 bounces and it should "miraculously" smooth out.  Nothing beats a T1 line. At least traceroute is an additional diagnostic that may come in handy.  

There you go... if someone decides to design and market a utility called "NWN Lag Sniffer", sign me up! '<img'>
               
               

               
            

Legacy_kenween

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« Reply #17 on: September 16, 2010, 12:09:47 am »


               just some comments on my lag experiences.



1) nwn is actually extremely undemanding on bandwidth (i've been downloading a huge movie/app at max bandwidth and played nwn online across the globe and didn't notice a flicker (i forgot i wasdloading stuff)).



2) this is the most improtant bit: i find the web actually learns about the IP addresses you use frequently. so if u first join a new server and find it laggy, keep joining and playing and slowly the internet actually begins to allocate more "speed" to you. i think this happens because the intervening "hops" begin to be automatically rerouted, their number educed and over time, the web learns how to rearrange the hops to make it faster for you. i find this happens a lot. if i join a new server on the other side othe world, its laggy at first, then if i play it regualrly, somehow the lag substantially disappears. (to my surprise). it didnt completely disappear but it became much like my other pretty good unlagy connections.



anyway thats my wacky theory.



hope that helps.

(ps - same for people serving servers. maybe u can tell ur players).







               
               

               
            

Legacy_ehye_khandee

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« Reply #18 on: September 16, 2010, 07:13:28 pm »


               

HipMaestro wrote...

Eradrain wrote...

Two things.

1.  ehye_khandee, please stop advertising your server on this thread.  This isn't an "I'm looking for a place to play" thread, nor is it a "Showcase your server!" thread.  We're not in the Persistent World forum.  Your first post was both in poor taste and borderline off-topic, your second post (feature rich, lag free!) is slightly more on-topic, but still blatant advertising.

I noticed it.  But it really doesn't bother me since I am the only person who will evaluate whether lag is an issue or not.  Advertisements have never influenced me beyond furnishing a link which I may sample at some future date. So no foul, no harm as far as I am concerned.  If it's information I can use, the format becomes secondary.


I suggest the look see because the module cited has cleaned up much code that - in its original vault form, is a bit laggy and collectively would be lag-city if not for hard-core optimization, that includes running on a linux server rented, in a datacenter with FAT data lines (redundant like the power supply too) - the place is essentially a place where you can see where all the pieces that impact lag have been gone over carefully and reduced to minimal if any impact.

Visit if you would like to see that in action, come talk to me if you'd like to discuss details.

And please, lighten up, it was a legitimate citation for the reasons outlined and which I rather thought were obvious. Noteworthy laggable systems we incorporate include everything from weather, custom spells, lycanthropy, hunger/thirst/fatigue, tracking, reputation, special rogue skills, a plethora of potential problems wrangled in a handy fashion.

Be well. Game on.
GM_ODA
               
               

               
            

Legacy_Shadooow

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« Reply #19 on: September 16, 2010, 07:34:49 pm »


               You all there talking about optimizing scripts and how that removved lags on your server, but I don't believe it.



In order to script make lags, one must be total gawk to make such script. Only script that throws TMI or heartbeat script on placable when that placeable is placed hundred times in module (like cep(1) lightsource placeables) can do it. Also maybe usage of bioware DB can do it too as its slow - there optimization can really help, but otherwise the performance gain is only minor and not noticeable.



ehye_khandee: you can have there many script "systems" like you wrote or even custom spells. But normally this does not lag at all, so you can swash you have it lag free, but as I said, normally none of these lags. If there is such "system" at vault that lags, please point it, would be very usefull to thread like "not recommended scripts from vault - laggy/bugged".
               
               

               
            

Legacy_Sharona Curves

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« Reply #20 on: September 18, 2010, 10:58:07 pm »


               Biggest And Best Known Cause of Lag?



Your Boss Walks by your Cubicle . .
               
               

               
            

Legacy_WebShaman

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« Reply #21 on: September 22, 2010, 01:56:34 pm »


               Well, it is documented that OnHit : X properties on Weapons will result in lag (especially those with VFX effects).  When used alot, it will lag the server.
               
               

               
            

Legacy_Shadooow

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« Reply #22 on: September 22, 2010, 03:16:41 pm »


               

WebShaman wrote...

Well, it is documented that OnHit : X properties on Weapons will result in lag (especially those with VFX effects).  When used alot, it will lag the server.

Hows that? They should be engine based, except OnHitCastSpell: X which I would argue too '<img'>