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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Haerr
Nos Nothi
2224
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Posted - 2015.01.29 18:19:00 -
[31] - Quote
CCP Rattati wrote:... There are many issues at hand, but if we try to streamline all of them, each might get us a few frames here and there ... reducing graphic quality ...
Can you give us access to any of the following Options?
Render-ahead queues: n Frames. (Setting it to 0, or -1, will set it to a default value (3 for nVidia I think). Maximum Pre-rendered Frames: set to 1, is basically what we're looking for.)
V-Sync: on or off. V-Sync: number of back buffers. (double-, triple buffering) (Maximum Pre-rendered frames will override this.)
Anti-aliasing: on or off. Anti-aliasing: type of.
Any Post Processing: on or off.
Ambient occlusion: on or off.
Texture filtering: bilinear, trilinear, anisotropic.
Anything else using a buffer: on or off. (But really anything that prolongs the time between when a frame has been drawn to scan-out.) |
Haerr
Nos Nothi
2224
|
Posted - 2015.01.29 18:21:00 -
[32] - Quote
Oh and if you are applying any effect(s) (or similar) on every few frames, as opposed to every frame, be aware that it causes a variance in msec/frame and results in poor gameplay and user experience which is then exacerbated when the general FPS dips (scenes where the effect(s) would be applied more than usuall). If doing it every frame does not fit within the render budget just turn it off or allow us the option to turn it off.
Also Possible culprits:
Number of players on screen and the LoD of their models. Perhaps allowing us to set the highest "LoD" of player models to be loaded in-game could lessen this potential problem? (or straight out lowering it by default)
When in a vehicle, the effects from being hit by multiple things in short succession seems to cause a FPS drop.
Number of light sources? (Maybe set a maximum drawn?) |
Stefan Stahl
Seituoda Taskforce Command
932
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Posted - 2015.01.29 18:43:00 -
[33] - Quote
Just an idea for your engineer(s - plural, hopefully ) to chew on: Each player in a chat has a portrait. Specifically capsuleers have individual portraits. This portrait is only loaded once as far as I'm aware.
So in my theory things go down like this: Start game, open chat, receive chat member portraits. Join match, portrait still exists and appears to stay in RAM for the whole time. TQ's smallest portrait is (as an example) a 128x128 px one. This is, in the case of my lovely Caldari portrait to the left (also a 128x128 px portrait) 6 kByte per portrait. I don't know how much memory is reserved for chat-portraits, but if you keep the wrong channels open it will be easy to pick up 100 kByte worth of portraits - which are loaded in the 128 mByte GPU memory while in battle.
Double-check whether Dust players actually share the same portrait in memory or whether each individual merc has his own individual portrait, too. Stuff like this happens. |
Derpty Derp
Dead Man's Game
688
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Posted - 2015.01.29 18:56:00 -
[34] - Quote
How about removing all chat channels apart from 'Team' during a battle... & allowing us to remove all the 'bloat-channels' when on the barge/at base.
Or making it an option for people who don't mind having everyone on the team working together, rather than just small squads talking.
Local is always flaming, spam and rubbish no one really wants to see.
Alliance is just a place filled with people you don't care about, mixed with people you have in channels you want.
~~~
Maybe switch out individual portraits in favour of different coloured squares? (The Microsoft approach) one for each race and another for eve characters. |
Ann Brighton
G0DS AM0NG MEN General Tso's Alliance
11
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Posted - 2015.01.29 19:11:00 -
[35] - Quote
Pokey Dravon wrote:I've found that my personal threshold is about 8 total chats. I can play the game with decent performance and little chance of crashing at that point. However, adding more chats past that point sharply increases the frequency as which I experience issue, namely game crashes and severely long load times.
Yep. Same here. As soon as I've at least 8 additional channels I regularly experience hard PS3 freezes. I've already addressed that in the bug section a while ago:
Hard PS3 freeze with too many open chat channels |
501st Headstrong
0uter.Heaven
823
|
Posted - 2015.01.29 19:32:00 -
[36] - Quote
Kevall Longstride wrote:Could you good people ask around in game and find out how many channels they have open and use on a regular basis. We want to get a good average figure.
Also, how important to you are the chat channels, how do you use them? Do you use them? Would you support a fixed upper limit on open channels to boost performance? Would you support their optional removal from the game if it meant a huge boost in frame rates? Are you prepared to accept dropped frames to keep them open? Do you want them to have more features?
We want your feedback on this one.
Cheers.
Asked around and after playing two years, average chat issue is 8. Local, Corporation, Alliance, Team, Squad add 5. Usually only four or five more chats. Ive found that once you have to scroll chats using the white arrow at the bottom to see other chats, you will lag abd hard freeze. 8 and below is the sweet spot, with performance increasing as you have fewer. I tested this with a new character. Load times are smoother by a lot because you only have two chats.
Most chats are not in use during battle, however I feel you should have the option to disable. Reason is when I die, I check chats to see if ppl are LFS or if some needs me for a pc. If disabled, we miss a lot of that. I say let people have as many chats as theyd like, but wnact a warning saying, " Merc System Overload possible. Please lessen number of chat channels. " I feel if we do disable chats during battle though, an icon be enacted that same patch in order to show when people are in battle. I bate low framerate however, so disabling chats should be possible in the game. 07
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
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AC Vintage
Osmon Surveillance Caldari State
2
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Posted - 2015.01.29 19:50:00 -
[37] - Quote
Using my limited telecom and networking experience as reference, does creating custom chat channels force the client to keep open connections on for each channel? That is my deduction from the fact that deleting chat channels affect networking performance.
I am assuming this is the case since text chats are updated instantaneously. Voice chat on top of that demands QoS priority when sending packets, in most cases f***ing up gameplay when everyone is talking simultaneously whilst shooting each other
Perhaps "Actively voiced" channels should be the only connections on and maintained? The team chats that are made once each game initializes and the active chats could be the only communications active when in a game session. Then once in the merc quarters, re-establish the connections to the other channels.
Just my novice feedback
Cable & Internetworking Technician in-training
Studying for the CompTIA A+, N+, and CCNA
Tips 'n Tricks appreciated!
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1620
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Posted - 2015.01.29 20:44:00 -
[38] - Quote
CCP Rattati wrote:Dear players,
We need your assistance on this issue because we think that it is definitely one of those PC lag inducing issues.
Can you please provide, formal feedback on your performance before and after deleting "all" of your chat channels, keeping the critical ones of course. Pay special concern to your Voice enabled chats.
Every side conversation on chat may be reducing your overall performance and if proven to be correct, we want to do some changes or at least provide a PSA to players so that they know.
A lot players just have old channels open that noone is using anymore, just because they can't be bothered.
There are many issues at hand, but if we try to streamline all of them, each might get us a few frames here and there, taking some maps out of rotation, reducing graphic quality, and unused chats, and so on.
Thanks!
Take away the useless parts of the map. The redlines are huge, you can run for 10-15 minutes in one direction on a map if you manage to somehow glitch the redline timer. Remove the chats that have been vacant/not used for a week.
Acquire Currency, Disregard Female Canis lupus familiaris
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Zaria Min Deir
0uter.Heaven
1117
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Posted - 2015.01.29 21:01:00 -
[39] - Quote
Kevall Longstride wrote:Could you good people ask around in game and find out how many channels they have open and use on a regular basis. We want to get a good average figure.
Also, how important to you are the chat channels, how do you use them? Do you use them? Would you support a fixed upper limit on open channels to boost performance? Would you support their optional removal from the game if it meant a huge boost in frame rates? Are you prepared to accept dropped frames to keep them open? Do you want them to have more features?
We want your feedback on this one.
Cheers. Already given, but let me repeat: Please, no. If chat channels are somehow even partially the cause of framerate issues or lag (It is pretty obvious that there are in fact multiple causes that affect different people in different combinations) the "fix" to it should not be to reduce the social aspect of this game. That social aspect is the very thing that has kept so many people playing this game as long as they have. TS3 or mumble are fine for PC games, but until there is a way to use those via the console itself, not an external device, I would be horrified if CCP decided to regress to the point of expecting people to rely on third party chat services in a game in which teamwork and coordination play such an important part for the majority of the players. And even then it would be disappointing as hell.
Reducing or autodisabling chat functions should not be the way you go about finding a fix. Improving the UI and thus allowing players better control over the chats should.
So many of those functions that already exist in Eve, would be quality of life improvements even if they did nothing to improve game performance. Disable blink, clear channel, a saved list of all the channels you have created or joined, even some moderation options...
And to underline: NO, I am not "prepared to accept dropped framerates" to have basic voice and chat functions in a multiplayer game. I expect to have working chats AND decent framerates, not having to choose between the two. If CCP actually dares to pretend that offering that "option" to players is a "fix" to the issue, jesus. What a cop out.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Arkena Wyrnspire
Fatal Absolution
21439
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Posted - 2015.01.29 21:12:00 -
[40] - Quote
Kevall Longstride wrote: Also, how important to you are the chat channels, how do you use them? Do you use them? Would you support a fixed upper limit on open channels to boost performance? Would you support their optional removal from the game if it meant a huge boost in frame rates? Are you prepared to accept dropped frames to keep them open? Do you want them to have more features?
If chat channels are lagging so badly, the question is not 'do we remove them' it is 'how do we optimise them and why are they coded so poorly'.
This is a social game. Even considering removing chat channels is absolutely insane.
Vote 'Keshava' for a new Gallente vehicle name!
Gallente Guide to DUST
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1066
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Posted - 2015.01.30 02:07:00 -
[41] - Quote
Stefan Stahl wrote:Just an idea for your engineer(s - plural, hopefully ) to chew on: Each player in a chat has a portrait. Specifically capsuleers have individual portraits. This portrait is only loaded once as far as I'm aware. So in my theory things go down like this: Start game, open chat, receive chat member portraits. Join match, portrait still exists and appears to stay in RAM for the whole time. TQ's smallest portrait is (as an example) a 128x128 px one. This is, in the case of my lovely Caldari portrait to the left (also a 128x128 px portrait) 6 kByte per portrait. I don't know how much memory is reserved for chat-portraits, but if you keep the wrong channels open it will be easy to pick up 100 kByte worth of portraits - which are loaded in the 128 mByte GPU memory while in battle. Double-check whether Dust players actually share the same portrait in memory or whether each individual merc has his own individual portrait, too. Stuff like this happens.
I am almost certain they give each merc their own image even though there are only four available to dust. This is why it takes forever to load your contacts if you have a lot. This is how it appears they 'optimized' the corp members loading, they removed the pic on each member and bam it was fast instead of slow as dirt. They should just remove all the pics for mercs on dust, including not showing eve merc pics.
Overlord of Broman
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1066
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Posted - 2015.01.30 02:15:00 -
[42] - Quote
I can confirm if you have more then eight channels you freeze while deploying/in battle all the time.
Their is definetly some cache issue, relogging (using neocom logout) will really help with lag before PC.
Personally I like the idea of an option to hide chat channels during battle. By hide, I mean fully disable and clear buffers so it's as if you were never in it. I would recommend you be able to set this on a per channel basis, including corp/alliance etc. besides from being a nice feature this could eliminate this aspect to potential lag.
I also think you should remove local, or have a setting to remove it. With the contacts/ corp members and other many examples we've seen having so many forced into a single channel that almost no one uses is just begging for performance issues.
I now there are many sources to lag, but improving/fixing any of them would be much appreciated by all.
Overlord of Broman
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1066
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Posted - 2015.01.30 02:17:00 -
[43] - Quote
As previously mentioned having a way for a corp CEO/director or some new role send out a message to everyone in corp that went across their screen even if in battle would be GREAT.
Overlord of Broman
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Regis Blackbird
DUST University Ivy League
602
|
Posted - 2015.01.30 07:09:00 -
[44] - Quote
Stefan Stahl wrote:Just an idea for your engineer(s - plural, hopefully ) to chew on: Each player in a chat has a portrait. Specifically capsuleers have individual portraits. This portrait is only loaded once as far as I'm aware. So in my theory things go down like this: Start game, open chat, receive chat member portraits. Join match, portrait still exists and appears to stay in RAM for the whole time. TQ's smallest portrait is (as an example) a 128x128 px one. This is, in the case of my lovely Caldari portrait to the left (also a 128x128 px portrait) 6 kByte per portrait. I don't know how much memory is reserved for chat-portraits, but if you keep the wrong channels open it will be easy to pick up 100 kByte worth of portraits - which are loaded in the 128 mByte GPU memory while in battle. Double-check whether Dust players actually share the same portrait in memory or whether each individual merc has his own individual portrait, too. Stuff like this happens.
Very good point ^ |
Night 5talker 514
Freek Coalition Freek Alliance
342
|
Posted - 2015.01.30 07:33:00 -
[45] - Quote
CCP Rattati wrote:Dear players,
We need your assistance on this issue because we think that it is definitely one of those PC lag inducing issues.
Can you please provide, formal feedback on your performance before and after deleting "all" of your chat channels, keeping the critical ones of course. Pay special concern to your Voice enabled chats.
Every side conversation on chat may be reducing your overall performance and if proven to be correct, we want to do some changes or at least provide a PSA to players so that they know.
A lot players just have old channels open that noone is using anymore, just because they can't be bothered.
There are many issues at hand, but if we try to streamline all of them, each might get us a few frames here and there, taking some maps out of rotation, reducing graphic quality, and unused chats, and so on.
Thanks!
Having done this in the past I've noticed a massive reduction in disconnects the fewer channel I have. Lag is also reduced significantly for me. But I'm based in South Africa currenty, so our lag is generally worse than normal I think.
Gaming Freek DUST 514 YouTube Channel
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Regis Blackbird
DUST University Ivy League
602
|
Posted - 2015.01.30 07:35:00 -
[46] - Quote
Stefan Stahl wrote:Just an idea for your engineer(s - plural, hopefully ) to chew on: Each player in a chat has a portrait. Specifically capsuleers have individual portraits. This portrait is only loaded once as far as I'm aware. So in my theory things go down like this: Start game, open chat, receive chat member portraits. Join match, portrait still exists and appears to stay in RAM for the whole time. TQ's smallest portrait is (as an example) a 128x128 px one. This is, in the case of my lovely Caldari portrait to the left (also a 128x128 px portrait) 6 kByte per portrait. I don't know how much memory is reserved for chat-portraits, but if you keep the wrong channels open it will be easy to pick up 100 kByte worth of portraits - which are loaded in the 128 mByte GPU memory while in battle. Double-check whether Dust players actually share the same portrait in memory or whether each individual merc has his own individual portrait, too. Stuff like this happens.
Under no circumstances should chat functionality be removed.
But, I would like the chat GUI and functionally be reworked. Chat haven't changed since as far as I can remember, and I have been here for quite some time... (Closed beta vet)
A few things have been mentioned in this thread already.
Things like: - Ability to individually Search, Join, Create and Delete chat channels from the Dust client. - Favorite Lists (to quickly rejoin channels you left) - Optomize or remove character portraits.
I could also go as far as: - Auto Disabling (leaving) Corp and Alliance chat while in-match.
Regarding voice chat, one thing to investigate is the sensitivity threshold when "push to talk" is disabled. Sometimes the voice symbols are blinking like a Christmas tree, but nobody is actually talking. I don't know if this depends soley on the individual headphones, or something you can adjust client side. Right now we get a lot of "false" triggers, which will ultimately just use your bandwidth to transmit static and noise.
Question to all: Would you accept if "Push to Talk" ON was the only option?
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Regis Blackbird
DUST University Ivy League
602
|
Posted - 2015.01.30 10:19:00 -
[47] - Quote
Ok, some quick observations during testing:
Before I start I should mention I rarely have any problems with Dust, and my frame rate is usually stable, even in heavy firefights. There are of course exceptions, where I lag (rubber banding), but overall that happens only about 1/50 games or less.
Test configuration: - PS3 slim (not super slim) - Seagate Momentus XT 750GB Hybrid drive, with 8GB SSD - 12 Chat channels opened (including Local etc) - Team voice chat active - VDSL (phone line) broadband connection: 30 MBit/s down, 6 MBit/s up - Region: Europe - Time: Between 08:00-10:00 UTC (not prime time)
Observations: - Textures seemed to load slower. - Graphical issues (I have never seen before), like giant blocks in the sky (kinda fun too see though) - Framerate seemed a little inconsistent sometimes, and I got stuttering at one point in a game.
Overall, it was still very playable, and the issues were not near game breaking. This "could" be a coincidence, or me extra picky since I was activly looking for faults. I will try and get on prime time and play, and see if it deteriorates further.
Ohh yeah, before I forget... I wish I had a recorder so I could play all the crap I heard on the team voice. Not a single real communication, just background noise and music. |
Soraya Xel
Abandoned Privilege Top Men.
5776
|
Posted - 2015.01.30 13:24:00 -
[48] - Quote
Ares 514 wrote:I am almost certain they give each merc their own image even though there are only four available to dust. This is why it takes forever to load your contacts if you have a lot. This is how it appears they 'optimized' the corp members loading, they removed the pic on each member and bam it was fast instead of slow as dirt. They should just remove all the pics for mercs on dust, including not showing eve merc pics.
Indeed, I think this is a worthwhile optimization. Right now the picture is the only way to identify an EVE capsuleer as opposed to a DUST merc in a channel, but there's a trick from EVE we can borrow from that instead. In EVE, DUST mercs' names are highlighted in blue to distinguish them. We can do the same for DUST.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Nocturnal Soul
Primordial Threat
5165
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Posted - 2015.01.30 14:17:00 -
[49] - Quote
While you're at can you add administrative powers to the creator and people of his/her choosing?
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1474
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Posted - 2015.01.30 15:39:00 -
[50] - Quote
I think its time to get Vivox on the horn again.
Its been partially their fault and their redemption before.
New term: Quitter-vet. Someone who hasn't played for a substantial time but thinks they can solve its problems.
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Stefan Stahl
Seituoda Taskforce Command
933
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Posted - 2015.01.30 15:46:00 -
[51] - Quote
Ares 514 wrote:Stefan Stahl wrote:Just an idea for your engineer(s - plural, hopefully ) to chew on: Each player in a chat has a portrait. Specifically capsuleers have individual portraits. This portrait is only loaded once as far as I'm aware. So in my theory things go down like this: Start game, open chat, receive chat member portraits. Join match, portrait still exists and appears to stay in RAM for the whole time. TQ's smallest portrait is (as an example) a 128x128 px one. This is, in the case of my lovely Caldari portrait to the left (also a 128x128 px portrait) 6 kByte per portrait. I don't know how much memory is reserved for chat-portraits, but if you keep the wrong channels open it will be easy to pick up 100 kByte worth of portraits - which are loaded in the 128 mByte GPU memory while in battle. Double-check whether Dust players actually share the same portrait in memory or whether each individual merc has his own individual portrait, too. Stuff like this happens. I am almost certain they give each merc their own image even though there are only four available to dust. This is why it takes forever to load your contacts if you have a lot. This is how it appears they 'optimized' the corp members loading, they removed the pic on each member and bam it was fast instead of slow as dirt. They should just remove all the pics for mercs on dust, including not showing eve merc pics. It makes perfect sense. Especially considering the megalomaniac stance the old dev team used to have. When they designed the chat system they probably assumed they'd roll out customizable portraits with the PS4 release in 2011. |
Chit Hoppened
The Exemplars RISE of LEGION
407
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Posted - 2015.01.30 17:01:00 -
[52] - Quote
Weirdly, I don't lag too often. I have 7 channels open currently and NEVER do a reset before a PC match. Even going from Inside Sockets to Outside Sockets and back doesn't cause me to lag. There are some days/matches that lag does hit me but it's generally not too often. ******, right?
Bringing Heavy Metal to New Eden.
Cannon Fever Representative
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1070
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Posted - 2015.01.30 17:43:00 -
[53] - Quote
To expand from all the feedback i've heard over the years, lag definitely seems to affect some more then others. However, there are a lot of common factors for all those that experience it. Fix each of them, many of which have been pointed out here, and you'll be improving the user experience for many.
Overlord of Broman
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JIMvc2
Consolidated Dust
598
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Posted - 2015.01.30 17:59:00 -
[54] - Quote
Ares 514 wrote:To expand from all the feedback i've heard over the years, lag definitely seems to affect some more then others. However, there are a lot of common factors for all those that experience it. Fix each of them, many of which have been pointed out here, and you'll be improving the user experience for many.
Just by looking at your name = xD lol
I agree on your point. Many people here complain about Lag but in my experience I rarely experience lag.
A week ago for the First time, I've witnessed the Slide Show aka 1 frame per second = It was very frustrating but only happen to me for 2 matches and when the 3rd match started it somehow went away.
MAG Raven vet 7 times. Favorite weapon F90 and Highest Kills 78 and 23 deaths.
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Bright Steel
Horizons' Edge
836
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Posted - 2015.01.30 19:18:00 -
[55] - Quote
First noticed this when logging into a new alt that had only the default channels and fittings. His character had great frame rate.
Proceeded to delete all but two custom channels and had improvements.
Also noticed one round on a map that didn't normally have bad frame rates, there also wasn't any equipment spam, I had a drop in frame rates. Pulls up my chat window and I had two channels going with conversations filling them up.
As a side note I have seen voice chats directly affect performance also, although I believe thats been mentioned before.
Dust 514, the BEST WORST game you can't stop playing.
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
416
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Posted - 2015.01.30 21:28:00 -
[56] - Quote
Kevall Longstride wrote:Could you good people ask around in game and find out how many channels they have open and use on a regular basis. We want to get a good average figure.
Also, how important to you are the chat channels, how do you use them? Do you use them? Would you support a fixed upper limit on open channels to boost performance? Would you support their optional removal from the game if it meant a huge boost in frame rates? Are you prepared to accept dropped frames to keep them open? Do you want them to have more features?
We want your feedback on this one.
Cheers. How about keep the channels and have a option to turn it on and off How about one channel on at all times ,so no updates no text sent to channels not turned on. I have about 6 channels I like to keep. 1.Corp Channel we talk there all the time 2.Corp Friends channel talk sometimes but text always 3.Another Corps main Com Channel (Whole corp on this eve channel and their friends) Coms on all the time 4.Two Fac War Com Channels Cal and Amarr (chat sometimes) 5. Corpmates friends channel Coms on all the time |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
416
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Posted - 2015.01.31 13:09:00 -
[57] - Quote
CCP Rattati wrote:Dear players,
We need your assistance on this issue because we think that it is definitely one of those PC lag inducing issues.
Can you please provide, formal feedback on your performance before and after deleting "all" of your chat channels, keeping the critical ones of course. Pay special concern to your Voice enabled chats.
Every side conversation on chat may be reducing your overall performance and if proven to be correct, we want to do some changes or at least provide a PSA to players so that they know.
A lot players just have old channels open that noone is using anymore, just because they can't be bothered.
There are many issues at hand, but if we try to streamline all of them, each might get us a few frames here and there, taking some maps out of rotation, reducing graphic quality, and unused chats, and so on.
Thanks!
Keep in mind that ps3 develop performance problem you hear garbled talk from your friends,I had this I TURNED OFF my ps3 (Restarted) came back and my CEO that has garbled sounded clear and I did to Him Also. There is something that happens when you restart that helps performance.My system is a Super slim ps3 with a 100 gb Solid state hard drive IMPORTANT PART OF THE PROBLEM!!!!!!! |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
416
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Posted - 2015.01.31 13:22:00 -
[58] - Quote
Brush Master wrote:Aeon Amadi wrote:Kain Spero wrote:CCP Rattati wrote:Dear players,
We need your assistance on this issue because we think that it is definitely one of those PC lag inducing issues.
Can you please provide, formal feedback on your performance before and after deleting "all" of your chat channels, keeping the critical ones of course. Pay special concern to your Voice enabled chats.
Every side conversation on chat may be reducing your overall performance and if proven to be correct, we want to do some changes or at least provide a PSA to players so that they know.
A lot players just have old channels open that noone is using anymore, just because they can't be bothered.
There are many issues at hand, but if we try to streamline all of them, each might get us a few frames here and there, taking some maps out of rotation, reducing graphic quality, and unused chats, and so on.
Thanks!
Rattati, If these chat channels prove to be affecting performance is there any way we could get a chat history log in Dust so we can rejoin channels at a later date after we leave a channel? For me I just use my Eve character to create this list, but that's not available to 90% of Dust users. A way to leave local would be of great benefit as well as it serves no purpose for Dust 514 players besides occasional boredom chats lol agree, I never use local chat. Local if we are to keep it should change when we are deployed to combat in New Eden (So Eve side can know we are present)They have the option to not have Mercs show up in their local. |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
416
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Posted - 2015.01.31 13:31:00 -
[59] - Quote
Mad Syringe wrote:There is one very important thing that isn't looked at right now...
LOCAL CHAT
Everybody has it, and nobody really needs it. First prob is, that all Dusties are crammed into a few starting systems and stations. Why not spread them evenly over New Eden? I Biomassed all my Characters on this account at a point and got them back later which put all of them in deserted EVE systems which only have a capsuleer in them every now and then. I have way less lag now than I had before. Either spread the Dust populae or make local switchable, so that we can deactivate it when in battle.
Second is Alliance Chat, since that is usually the one with the most EVE-Dust interaction loads of players in it and prone to lag issues.
Then all others, please deactivate when not used as Voice comms.
Yesterday I had a mega lag game, where I joined a North american squad for factional, and as I came back from resetting my system, all my chats where gone... There is definitely a connection between chats and lag! Could it be the Server Asia,America,EU may have a memory leak so performance tied to one or more servers.Remember the memory leak in the Planetary Conquest 1 1/2 years ago. |
THUNDERGROOVE
Fatal Absolution
1370
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Posted - 2015.01.31 13:50:00 -
[60] - Quote
I keep it down to three.
Any more and even pubs is unbearable.
While we're kinda on the subject. What are the odds of us getting MOTD support in DUST? I'm tired of Deathlives shitting up out PC chat asking when our battles are when it's clearly in the MOTD...
I'm the Rayman of uplinks.
21 day EVE trial.
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