Extra lag from last two patchs - anyone else

Discussion in 'Support!' started by battletech, August 20, 2013.

  1. battletech

    battletech Member

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    I am seeing huge lag from the server on the last two patch and wondering how many other are seeing this? Some people i have played say its fine and others say is laggy. I get to the point of less than 1 FPS. FPG on my machine is fine 20 to 60 but SIM is always under 20 and gets worse thru the game.

    My machine is only a couple of months old and not bleeding edge but still damn good.
    Last edited: August 20, 2013
  2. ShottyMonsta

    ShottyMonsta Member

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    Sim is locked to 10fps, that is the game loop can only refresh at a maximum frequency of 10/s. Then you have the 'client' fps, which is your traditional FPS, mine has improved since the last patch slightly. The third one is the server fps, which I believe is measuring ping/lag.
  3. tidus1492

    tidus1492 Member

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    I haven't noticed fps drop but definitely a lot of coherent ui crashes in this latest patch
  4. garat

    garat Cat Herder Uber Alumni

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    As noted, Sim is locked to 10, and only should be a problem if you see it drop below about 7 or 8 (That means all orders are still being analyzed 7 to 8 times a second - path finding, target acquisition, etc). Server FPS is similar - locked to 30, should only be a noticable problem if it drops below about 20 (though ideally wouldn't drop below 25 to 28). Client FPS already has some improvements this week that we hope to push out soon, with more coming.
  5. paulzeke

    paulzeke Member

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    I've been getting frustrated from lots of lag, seems to be getting worse. Assumed it was just because it's an unfinished game and they're adding features like mad and haven't had time to fully streamline stuff
  6. doud

    doud Well-Known Member

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    Any one understood what's the difference between Server FPS and Sim FPS ? If server is running the simulation, what's the difference between both ?
  7. ShottyMonsta

    ShottyMonsta Member

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    The sim FPS is the frequency the game loop is being updated every second. The server FPS I assume is the actual frames per second that the server is producing. Just like you, as the client, have an FPS so does the server. Even though it's not outputting to a screen it can still have a measured FPS. I guess the general idea is that the server FPS should be matching the client FPS?

    I am kind of confused myself now, come to think about it, with regards to the server FPS :D lol

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