Lag and server performance have always been important issues for MMO developers, but they've always had a special significance for EVE Online developer CCP Games. With EVE's entire population living on one non-instanced server, CCP needs to support scenarios in which a large percentage of them get together in one place. Back in August, CCP published a series of devblogs detailing the issues inherent in combating lag and what was being done to combat it. Though developments like the thin client and character nodes have proven very successful, the server still struggles when massive battles take place in nullsec.
In a new devblog, CCP Veritas explains a potentially revolutionary idea for resolving lag in massive battles -- Time Dilation. Commands on the server are currently added to a queue and processed in order. If the load is more than the server can process, this queue grows at an alarming rate and the server is unable to catch up. Under time dilation, actions in the game such as firing weapons or moving would be slowed down to ensure the queue remains short and so the server stays under its maximum load. Instead of fights becoming laggy and unplayable, the entire battle would go into slow motion and remain responsive. It's no silver bullet with which to kill the lag monster, but time dilation could make massive battles a lot more playable. For more details on how the system will work, head over to the official devblog.
Reader Comments (19)
Posted: Apr 22nd 2011 1:49PM Unshra said
Ha first thing that popped in my head was "Bullet Time... in space!" ;-p
Posted: Apr 22nd 2011 2:28PM Mynsc said
Such a simple ideea, yet so brilliant. CCP never ceases to amaze me.
Posted: Apr 22nd 2011 2:43PM Apakal said
Seems absurdly frustrating at first having to wait multiple seconds for a single command, but compared to the alternative I suppose its a rather elegant solution.
Posted: Apr 22nd 2011 2:58PM PrimeSynergy said
CCP Releases Press Statement: We keep being awesome.
And I agree.
And I agree.
Posted: Apr 22nd 2011 3:50PM Dracones said
Anybody else the title and think they were going to implement relativistic physics?
Posted: Apr 22nd 2011 3:54PM DrewIW said
The only thing more fun than repping an iHub is repping an iHub at 30% speed!
Posted: Apr 22nd 2011 4:08PM (Unverified) said
I dont think when its finally implemented you'll see fleet battles taking place in a Max Payne Bullet Time style, what i read into this is more a case of waiting 20 seconds instead of 10 to execute your commands.
Posted: Apr 22nd 2011 5:25PM (Unverified) said
@Tempes Magus
Or that modules seem to be doing something but in actuality are not and are stuck in cycle.
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Or that modules seem to be doing something but in actuality are not and are stuck in cycle.
Posted: Apr 22nd 2011 5:34PM Brendan Drain said
@Tempes Magus If they're also dilating calls to the physics engine, we may very well see bullet-time style fights. The alternative would be to see fast-moving ships juttering around, which probably isn't ideal.
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Posted: Apr 22nd 2011 5:04PM Drunken Irish Sniper said
I would love to watch this battle from outside the time dilation area.
Posted: Apr 23rd 2011 7:31AM Xilmar said
First of all, the time dilation is going to be system wide, so you won't be able to experience it without being there, i guess. there are ways to work around that, yes, but in general.
Second, i hate sounding like a fanboy, but it's really great to see how they're handling the issue even now. it's really thinking outside the box, while keeping the gameplay as fair, sandboxy and true as possible. have a look at the devblog, it's a nice read.
too bad it's not going to happen very soon :(. guess the russians will have to fight the old fashioned way for the time being. but kinda looking forward to see how effective this idea will be. i honestly hope CCP will have some balls to not go overboard with it, since it's basically still lag, just server-controlled lag
p.s. with all the eve theft news on massively, i'm surprised nothing was mentioned of the theft on ME. guess it's true, no one cares about NC
Second, i hate sounding like a fanboy, but it's really great to see how they're handling the issue even now. it's really thinking outside the box, while keeping the gameplay as fair, sandboxy and true as possible. have a look at the devblog, it's a nice read.
too bad it's not going to happen very soon :(. guess the russians will have to fight the old fashioned way for the time being. but kinda looking forward to see how effective this idea will be. i honestly hope CCP will have some balls to not go overboard with it, since it's basically still lag, just server-controlled lag
p.s. with all the eve theft news on massively, i'm surprised nothing was mentioned of the theft on ME. guess it's true, no one cares about NC
Posted: Apr 23rd 2011 11:50AM SgtBaker1234556 said
@Xilmar
I find this change very welcome indeed, there's nothing more frustrating than jumping into a system and getting blackscreened or getting your guns stuck in endless cycling.
Even with "lag" at least there's a slow response to what you're doing.
Hopefully this will make large scale (like they were just before dominion launch) battles possible again - fleet warfare has been badly broken ever since Dominion launched.
Reply
I find this change very welcome indeed, there's nothing more frustrating than jumping into a system and getting blackscreened or getting your guns stuck in endless cycling.
Even with "lag" at least there's a slow response to what you're doing.
Hopefully this will make large scale (like they were just before dominion launch) battles possible again - fleet warfare has been badly broken ever since Dominion launched.
Posted: Apr 29th 2011 1:18PM (Unverified) said
@Xilmar: Can you explain how this works a bit more? I'm assuming you meant to say "time dilations ISN'T going to be system wide" because you said you had to be in that zone to experience it. So if only people in that zone / area are affected by it, how do they "resync" with the universal time afterwards? In effect, yes you would slow down local game time to deal with the battle but after the battle wouldn't the local game time in that area need to be sped up to resync with the rest of the universal game time? Or am I missing something obvious here?
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