EVE ONLINE: Incursion
 
War on Lag

The EVE community takes its wars seriously. Pilots in EVE Online will gather in fleets of hundreds to fly into battle against their enemies, resulting in the most epic combat scenarios ever experienced in online gaming. CCP takes your wars seriously, too. Squads such as Team Gridlock and Team BFF are devoted to improving playability and performance to accommodate the massive battles EVE players crave.

Posts tagged with: waronlag

Most folks familiar with EVE know that it's built on Python, Stackless Python to be specific. Stackless is a micro-threading framework built on top of Python allowing for millions of threads to be live, without a lot of additional cost from just being Python. It is still Python and that means dealing with the Global Interpreter Lock (hereafter known as the damn stinkin' GIL, or just GIL for short).

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Team Gridlock continues to work hard against the demons of fleet lag and could-do-better code. At the end of April we activated a couple of optimizations on Tranquility, and now we've had a few weeks of operation, we can see some measurable results. After sharing these results with the CSM during their recent summit visit, we decided to release them to an even wider audience. So, stand by for some more graph-and-pseudo-code porn.

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Previously...


In the first part of this blog, I talked about what Destiny is, and showed how a tool called Telemetry is helping us visualise where we should focus our efforts to improve server performance. I ended with a highlight of a particular problem - missile spamming Drakes causing excessive Destiny load.


This time, I'm going to show how I changed the situation for the better.

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Listen Up


Hi.  I'm CCP Masterplan, one of the members of Team Gridlock.  Our job in Gridlock is to tackle the issues of degraded performance under excessive load - in particular making EVE's signature massive fleet-fights more fun.

Whilst CCP Veritas has been having lots of fun switching modules on and off, I've been looking at another area of server load:  Things in space.  Specifically, adding and removing them, moving them around, and how we tell your clients all about them.

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So I made this neat graph using our CPU utilization per user metric and I thought I'd share:



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We’ve been making great strides in performance across all facets of gameplay in EVE Online, and we are anxious to share the results of our progress with you. To that end, we have created a War on Lag page documenting several of the milestone achievements that have occurred on The Road to 1200. We have already received very encouraging feedback from many players who have felt the positive impact of the victories so far. The War continues, and we look forward to keeping you up to date on each new plateau we reach along the way.


 

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