Sunday, 25 November 2012

GW2: solution for display delay in WvW in sight


In a lengthy post on the official forum of Guild Wars 2, the German Community Manager Ramon Domke was now on the World vs. World and at big events occurring problem of display delay (culling) and others presented here a collection of solutions in prospect!

Right at the beginning of his contribution Domke says that it is working on a solution or a set of solutions for the emerging display delay and for some problems loading characters.

The implementation, however, would take some time to complete because they had to make to many gw2 gold game systems changes. A specific date for the publication of a solution could not be called the CM.

Domke then goes into detail on why it is in Guild Wars 2 on the system the display delay, the advantages and disadvantages, especially of this for the players, and this must be considered when implementing a solution needs. The full, detailed article you can read on page 2 of this article!

In a lengthy post on the official forum of Guild Wars 2, the German Community Manager Ramon Domke now went on in World vs. World and at big events occurring problem of display delay (culling). He went into details about the reasons for the delay and made a collection of solutions in sight.

Posted by Ramon Domke
We are currently working on a solution (or rather on a collection of solutions) for the display delay (culling) and some problems loading characters. Given to a number of gw2 gold game systems changes must be made, the implementation takes time. We are currently not ready to reveal a release date for the solution of the current problems, but you want to say that we are working hard to improve your gaming experience.

And now for the long version:
We currently use on the server side display delays in the graph to limit the number of characters that are reported to the respective client. When we limit the number of characters that we report to each client, we also borders the (server and client) used a bandwidth and avoid situations where the client is the number of characters that need to be processed and rendered overwhelmed is. Although this system has very obvious advantages and works extremely well in PvE, but the large-scale battles that are characteristic of the WvW underline the occasional weaknesses of this approach.

There are some client-side problems that affect how our system works the display delay. Once a character to the respective client has been reported to load and display the resources for this character a certain amount of time is needed. Additional charging time depends on how much the client PC's (personal computers with more memory, faster CPUs, more cores and faster drives load faster). One of our engine programmers recently completed an optimization run for the character of charging, so we should soon see improvements to this aspect of the problem. Nevertheless, the majority of the problem lies with the display time on the server side, how fast your client can load and display a character, namely, does not matter if he does not know that this character is present at all.

As you may already know, we have already implemented a solution in sPvP for display lag on the server side. Since there are fewer buy guild wars 2 gold players in sPvP dramatically, we could implement the problem-solving there immediately, without us worrying about possibly resulting side effects. WvW works but on a much larger scale than sPvP. Therefore, some additional hurdles to be overcome before we can tackle the problem on the server side. We need to make in clients, including clients with the minimum system requirements, rendering process a lot more characters and. We also need to ensure that the bandwidth required by each client remains at a reasonable level and continue our minimum requirements for links to purchase. The WvW team is currently working on two issues - the bandwidth and client performance. The changes we are making are complex and have a massive effect on how the game engine works. Since the necessary changes are so complex and affect the core systems, the correct implementation of these solutions will take longer. Therefore, I can also give you no fixed date for it.

What we ultimately comes down to is a dramatic improvement of the game experience in large-scale battles in WvW and a substantial increase in the number of players that are displayed by each client.

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