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5-06-2009 @ 12:13PM
Has someone at Blizzard actually profiled the client and servers during a period of extreme lagginess? If population is the problem, Blizzard have some algorithm that scales worse than linearly with population, and that's bad.
5-07-2009 @ 3:24AM
I believe the best you can do is polynomial, as the information about each player's actions or movements needs to be sent to every other player. Calculating what happens should be linear, but sending this information out, which is probably the problem, will be polynomial.Also, I doubt it's the character names, titles, armor etc that's the problem. That has to be sent once each time the character becomes visible to your client, and from then only what changes needs to be sent. I'm guessing it's the combat events causing the problem. Blizzard's combat logs are very extensive; anything that happens is sent to every player in the vicinity, including who did it, what they did, who they did it to, whether they hit, how much damage they did, how much damage was resisted or blocked, when it happened etc. Even the simplest things, such as a tick of a DoT, a talent proccing or a buff fading will be sent. And you get this for EVERY player that's visible to your client. They don't need to be in your raid group, they don't have to be on your side, your client knows all that. If there are 100 people in the fortress and everyone gets all this information about everyone, there is of course going to be some lag.To get an idea of how much information this is:/run function g() print(arg2) end;if not f then f=CreateFrame("Frame");f:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");f:SetScript("OnEvent",g); endRun that macro once, then get into a large scale Wintergrasp battle. Every time any combat event is sent to you the type of event you got will be printed to your chat frame (the details won't be printed).This is how you turn it off:/run if f then f:UnregisterAllEvents();f=nil endNot all of this was meant as a response to Seakochs, some of it is just general information. :)
5-25-2009 @ 6:51PM
Sorry for answering about 20 days after the answer was posted.The flaw with tutti's theory is that the lag happens despite being in southern WG where there's almost no activity. Players positioned there shouldn't theoratically get combat log information from players at the fortress. Since the lag happens in southern WG too it could be safely assumed that the problem isn't based on combat log traffic on the client side. It does, however, not disprove server issues in that regard as the server could be too busy sending combat information and delaying other tasks which need to be done on the server side.Since we are in a discussion about polynomial and linear, I'd think the process of sending combat log information is linear (or better). Those terms describe how the complexity of processes/calculations increase as the variable grows. When there are 100 players, each action by a player sends the information to the 99 other players in the area. Adding another player, the information is sent to 1 extra player and so on. It would suggest that the process is indeed linear (or better). I have at least yet to see a plausable explaination as to why it wouldn't.As to other ideas why WG lags, I'm not completely sure and I think my guesses would be pretty pointless without knowing more about the inner workings of the code and/or how the servers are set up to handle WG.
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