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Yes, Another post about lag... Different though.

Discussion in 'UHall' started by Seinken, Nov 16, 2008.

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  1. Seinken

    Seinken Visitor
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    Hey all, been seeing quite a bit of threads about lag around...

    I figured I'd let ya know first off that my ping was originally in the 130's like you guys so I just assumed a routing problem and went on my way assuming it'd be fixed in "Due Time" because the routers aren't really ran by the UO Dev team.

    However, my thoughts on the lag have changed... After my ping was fixed the lag was still stutter-step terrible. My ping is averaging 20-30 and I should be able to run a decently straight line without TOO much hiccuping, this is not the case however.

    I believe the newer event coding is causing a memory leak (or other highly resource consuming problem) in the server software and is then causing the server to "hiccup" which is the lag we're all feeling.

    You should still be able to play the game fine at 130 ping, I used to play at that much ping on my garbage internet back in MO, and I could still run around just fine...

    Also if this is actually the problem, it's something the devs can fix relatively easily.
     
  2. Maplestone

    Maplestone Crazed Zealot
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    If current theories are correct, the ping time itself is not the issue - it's that the router into EA is dropping packets (so the client and server miss messages to each other now and then). It's just that one of the symptoms that it's about to start dropping packets is that the ping time jumps to about 100ms higher than normal.

    (but yeah, I sometimes have trouble sorting out whether I'm lagging or if my client is just starting to die ... the only reason I tend to discount the chance that my current symptoms are memory leaks is because if I stay up until early morning when there's a window of low pings, the movement hickups seem to go away)
     
  3. Seinken

    Seinken Visitor
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    If you're talking about my current ploss, it's 0%, I have no ploss... if you're talking about their router to their server software I don't even really see how that's possible without it showing on my end. =O
     
  4. Maplestone

    Maplestone Crazed Zealot
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    If you're seeing no packet loss and a respectable ping, then yeah, I'd believe client problems.
     
  5. Seinken

    Seinken Visitor
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    You mean server, right? Shouldn't be any problems on a brand new fresh install of UO.

    Posting this just to show my ping/ploss is just fine.

    1 <1 ms <1 ms <1 ms 192.168.1.1
    2 11 ms 7 ms 7 ms 10.216.19.1
    3 13 ms 9 ms 9 ms static-74-214-52-162.cpe.metrocast.net [74.214.5
    2.162]
    4 13 ms 11 ms 13 ms wan-208-111-232-85.wan.epix.net [208.111.232.85]

    5 15 ms 12 ms 13 ms g7-1-rtr-svcr.epix.net [199.224.90.1]
    6 23 ms 18 ms 24 ms 74.40.4.169
    7 18 ms 14 ms 12 ms ge-1-0-0--0.br01.dlls.pa.frontiernet.net [74.40.
    4.162]
    8 21 ms 21 ms 22 ms sl-st1-phi-2-3.sprintlink.net [144.232.197.149]

    9 24 ms 23 ms 22 ms sl-bb24-pen-2-0.sprintlink.net [144.232.16.105]

    10 28 ms 25 ms 22 ms sl-crs1-pen-0-8-0-0.sprintlink.net [144.232.16.8
    2]
    11 27 ms 28 ms 38 ms sl-crs1-rly-0-13-3-0.sprintlink.net [144.232.20.
    212]
    12 35 ms 38 ms 32 ms sl-bb20-dc-13-0-0.sprintlink.net [144.232.20.12]

    13 29 ms 51 ms 26 ms sl-st20-ash-10-0.sprintlink.net [144.232.20.152]

    14 29 ms 25 ms 27 ms 144.223.246.6
    15 27 ms 31 ms 33 ms fert08-eqx-iad.ea.com [159.153.224.234]
    16 35 ms 27 ms 33 ms 159.153.233.83

    Ping statistics for 159.153.233.83:
    Packets: Sent = 24, Received = 24, Lost = 0 (0% loss),
    Approximate round trip times in milli-seconds:
    Minimum = 24ms, Maximum = 45ms, Average = 28ms

    Only 24 packets but I could let it go for hours and it'd lose maybe 5 packets.
     
  6. Maplestone

    Maplestone Crazed Zealot
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    No, I did mean client - the KR client is rife with memory leaks - performance degrades over time.

    I am suspicious it is not a server slowdown issue because when I do "catch up" after a lag, the game has obviously gone through several a few ticks (sudden scroll of numbers from monsters and EVs trading blows). If it was a server-side slowdown issue I would expect that no ticks would have passed while I was paused (and I would expect everyone to be equally affected - different people are reporting different experiences).

    Your traceroute is very interesting ... you and I are going through the same hops for the last few steps but are getting very different results (I get a 100ms jump in ping time and 10% packet loss).

    *sigh* I'm probably only adding to the confusion by continuing to poke and comment.
     
  7. Seinken

    Seinken Visitor
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    Hehe, I happen to play on the 2d client actually, takes up far less resources.

    I'd rather the devs see this post and do a quick ctrl alt delete on the machine running the server just to see if resource usage has changed dramatically ;o
     
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