No connection problems, ate lots of my RAM (I am glad it isn't going to waste 64bit FTW) and a great game. The server sim was fine through the whole game. Here is an uber thanks for my favorite video game!
Wow really? I was having a fun game too but then the server lagged to hell and the last 20mins were painful. Glad to see someone's having fun though.
We played some clan v clan games the other day, early in the morning (as we were playing team burning in Australia) and didn't suffer much lag despite high unit counts... Maybe load at peak times is the problem?
This. I can play nearly flawless games earlier in the day (before lunch) at GMT+2. But I tried to play a game just now and it was terrible, 5 minutes in and it was lagging. I tend not to play late now because of it. I am waiting on the net optimizations before I get to spend some real time playing properly. I stay away from public games because of this, as I will inevitably have to leave because it will take 2+ mins for units locations to update. (All the while only getting 20-30kb being downloaded) It makes me a sad panda indeed. But I have faith in Uber
I think Garat mentioned the servers are *supposed* to scale based on demand- however perhaps that isn't happening properly (or quickly enough) to cope with the spikes? It would certainly explain why some games are smooth as butter and others are choppier than a chop at a chopping festival...
Things like area patrol with large number of units seem to be a factor, so the behaviour of the players determines the extent of the problem I suspect.
I wondered why people had bad lag problems, then I remembered I play when the Australians do, no lag, whoo. O-oh but that shouldn't be an incentive to other people to play then because- erm... It's horribly laggy! Rrrg!
I have noticed that a lot of people make huge planets and systems and build thousands of units. Just doesn't seem like the one core on the server can handle past a certain number of units actively moving around. Does anyone know what the current recommended limits are? As in, when does the sim speed usually start to suffer? Perhaps people should try to keep the games a bit smaller for now until we get the option to run real servers that can handle the load? 10 players seems to be okay as long as people don't have 1 thousand units piling up clogging up the server sim.
I could have made 10,000, but I decided against that because I am still very vain about my computer hardware. I was going to invade a planet, but I couldn't keep the tele open long enough. But what is interesting, is that when the teleporter was built, for however short an amount of time it was to be, I got about 400 dox through plus some vanguards in ~30 seconds.