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Downtown Lag
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The Matrix Online » Top » Development Discussion » Feedback Forums » Player Versus Environment Feedback Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2 , 3 , 4 , 5
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Code Breaker

Joined: Jan 9, 2006
Messages: 1320
Location: The Source Faction: My Own Organization: None
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MxO tends to be memory hungry. While 2gb isnt required to get decent performance from the game it certainly will help.

RAM is like money, you can never have enough... mostly of the time.




Systemic Anomaly

Joined: Oct 29, 2005
Messages: 4481
Location: Shinjuku Organization: Mero Faction: Les Enfant Terribles Server: Vector
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i agree.. Ram is the pwn. i used to play on 256mb lol, then i upgraded to 768 MB, that extra 512 stick made such a difference i removed both sold em on, and bought 2 GB straight up. its worth the extra cash if u have it.. Down town hardly ever lags for me..



Vindicator

Joined: Aug 15, 2005
Messages: 3484
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I concur 2gig, fa shizzle.



Femme Fatale

Joined: Mar 31, 2006
Messages: 5017
Location: Groznyj Grad, North of Sokrovenno
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Ok, then it is settled, a PS3 and a 2gb stick of RAM..... I am going to be skint SMILEY

I do get a good performance when I am fresh in or I am indoors with not too many enemies, but if I go near Mara C or Tabor W at the busy times, I cant move much.  Saying that, since update 51, a lot of lag has left which I got when update 50 went live, were two sets of skies running at the same time or something as I think it was the weather that lagged me, if not then.... hmmm.... must have been a slow connection over that time..... *shrug*




Mainframe Invader

Joined: Sep 15, 2006
Messages: 1679
Location: Moose Juice Brewery
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it doenst take much memory to run mxo efficiently, a lot of people try and run mxo with 6 other programs running, itunes, xfire, vent, mozilla, etc. that's what can create a lot of lag for yourself



Jacked Out

Joined: Mar 6, 2006
Messages: 138
Location: Unix Server No. 243
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Congrats: Downtown Lag is gone SMILEY

But now I'm getting so-called lag attacks everywhere throughout the entire city. The RSvr's ping peaks up to 5000ms for some time and then drops down to normal values again. Interval between the lag attacks tends to grow shorter over the last days and in turn the periods of lag become longer


Jacked Out

Joined: Oct 1, 2006
Messages: 74
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Manua wrote:
Congrats: Downtown Lag is gone SMILEY

But now I'm getting so-called lag attacks everywhere throughout the entire city. The RSvr's ping peaks up to 5000ms for some time and then drops down to normal values again. Interval between the lag attacks tends to grow shorter over the last days and in turn the periods of lag become longer

I've been getting that too but I'm not sure why, my computer's quite new and has a good processor and memory and things so who knows...


Transcendent

Joined: Dec 4, 2005
Messages: 207
Location: USA
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You're right that RAM makes a huge difference in overall game performance, but I'm not seeing where it would affect your network response time.  But yes, all those background programs that use your bandwidth do affect lag:  I run SIRadio on a separate machine for that reason.

I wanted to throw in here that just 2 nights ago I had extremely bad lag in the Historic District--but nowhere else.  The game behaved properly, and I wasn't having coord problems (rubber-banding, teleportation, etc.).  But instead, whichever part of the program polls a server to check NPC status and/or calculate loot was unbelievably slow.  In other words, I'd kill a Pit Viper, the readout window would acknowledge that I'd killed him, he'd fall to the ground, and I couldn't target him or get a context-menu of any kind.  Wait about 2-3 minutes, and suddenly he'd be lootable.  I killed 2 or 3 and watched as, in order, they'd all fire up the green sprinkly fragment animation that says, "Yep!  I'm dead now.  Come take my stuff." in the same order in which I'd killed them.

I stuck around a little longer, and it seemed to be intermittent:  Guys A, B, and D might take forever, but C would be lootable instantly.

I'd have made a screen grab, but...nothing really to show.  Body on ground, no green, no menu.  TAB didn't auto-select them as if they were still alive, and if I still had them selected when they dropped, any attempted action via command-line or hotbar would say, "Invalid target selected."




Jacked Out

Joined: Jul 23, 2006
Messages: 235
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MXOWinterMute wrote:

You're right that RAM makes a huge difference in overall game performance, but I'm not seeing where it would affect your network response time.  But yes, all those background programs that use your bandwidth do affect lag:  I run SIRadio on a separate machine for that reason.

I wanted to throw in here that just 2 nights ago I had extremely bad lag in the Historic District--but nowhere else.  The game behaved properly, and I wasn't having coord problems (rubber-banding, teleportation, etc.).  But instead, whichever part of the program polls a server to check NPC status and/or calculate loot was unbelievably slow.  In other words, I'd kill a Pit Viper, the readout window would acknowledge that I'd killed him, he'd fall to the ground, and I couldn't target him or get a context-menu of any kind.  Wait about 2-3 minutes, and suddenly he'd be lootable.  I killed 2 or 3 and watched as, in order, they'd all fire up the green sprinkly fragment animation that says, "Yep!  I'm dead now.  Come take my stuff." in the same order in which I'd killed them.

I stuck around a little longer, and it seemed to be intermittent:  Guys A, B, and D might take forever, but C would be lootable instantly.

I'd have made a screen grab, but...nothing really to show.  Body on ground, no green, no menu.  TAB didn't auto-select them as if they were still alive, and if I still had them selected when they dropped, any attempted action via command-line or hotbar would say, "Invalid target selected."


I had this happen in Mars Industrial earlier.  It's not just Downtown.


Jacked Out

Joined: Aug 17, 2007
Messages: 203
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This is LAG.  I don't see it any more.  But at the time I couldn't do squat!




Development

Joined: Dec 2, 2005
Messages: 21413
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Jeepers, why is this old thing still stickied?



Vindicator

Joined: Aug 1, 2006
Messages: 3144
Location: New Zealand
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Maybe the Web Team's laziness is spreading...



Jacked Out

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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GypsyJuggler wrote:
Maybe the Web Team's laziness is spreading...

Possibly or perhaps the Web Team is lagging....


Vindicator

Joined: Aug 15, 2005
Messages: 3484
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ZeroPheonix wrote:
MXOWinterMute wrote:

You're right that RAM makes a huge difference in overall game performance, but I'm not seeing where it would affect your network response time.  But yes, all those background programs that use your bandwidth do affect lag:  I run SIRadio on a separate machine for that reason.

I wanted to throw in here that just 2 nights ago I had extremely bad lag in the Historic District--but nowhere else.  The game behaved properly, and I wasn't having coord problems (rubber-banding, teleportation, etc.).  But instead, whichever part of the program polls a server to check NPC status and/or calculate loot was unbelievably slow.  In other words, I'd kill a Pit Viper, the readout window would acknowledge that I'd killed him, he'd fall to the ground, and I couldn't target him or get a context-menu of any kind.  Wait about 2-3 minutes, and suddenly he'd be lootable.  I killed 2 or 3 and watched as, in order, they'd all fire up the green sprinkly fragment animation that says, "Yep!  I'm dead now.  Come take my stuff." in the same order in which I'd killed them.

I stuck around a little longer, and it seemed to be intermittent:  Guys A, B, and D might take forever, but C would be lootable instantly.

I'd have made a screen grab, but...nothing really to show.  Body on ground, no green, no menu.  TAB didn't auto-select them as if they were still alive, and if I still had them selected when they dropped, any attempted action via command-line or hotbar would say, "Invalid target selected."


I had this happen in Mars Industrial earlier.  It's not just Downtown.


This sounds like someone else getting credit for the kill and you not being able to loot until their timer is up.

Message edited by ZaneZavin on 09/05/2007 11:31:08.

 
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