Is it possible for Dracomet to stuff the lag into some place under the city? Like an ancient evil sealed away until it breaks loose and our decendants have to battle it?
Othinn1 wrote: Is it possible for Dracomet to stuff the lag into some place under the city? Like an ancient evil sealed away until it breaks loose and our decendants have to battle it?Maybe he can dump it in the Aqueduct! =D
Ok picture this: You are in downtown and then suddenly you see a gang NPC that you want to kill. You double click on them to get into interlock then 10 seconds later you atcually go into interlock. Is the "10 seconds later you atcually go into interlock" caused by the downtown lag. I'm asking here because I don't want to make a topic and look like an idiot, although maybe I already have
I don't know what you guys did, but THANK YOU. Downtown's in the green... I never thought I'd see the day. Well done!
kou_urake wrote:I don't know what you guys did, but THANK YOU. Downtown's in the green... I never thought I'd see the day. Well done!Tends to be okay for a few days after a reboot.
Since you guys are going to add code to get information on the Downtown lag in the next patch, is there anything specific we can do to help? Or should we just do things normally? Or maybe both just in case?
As of right now both Hampton Green and Chelsea are lag free on Recursion. I noticed when jumping off the tall building next to Club Hel my backflip jump animation was slightly stumpy shorter than normal which I recognize as an effect of lag but the latency bar shows nothing and I see no other recognizable effects of lag. I got a full red latency spike when I first came out of the hardline in Hampton but after that nothing. Seems like maybe something is still going on in these parts, but the improvement is substantial to say the least.
Running on high textures, high character shadows, max ext distance, low weather detail, prop and building shadows on, high ram usage, anti aliasing on, water reflections, overbright and green tint off, and no useropts:
Chelsea SC @50fps With latency occasionally spiking to two bars.
Chelsea NC @50fps with latency occasionally spiking to two bars.
Lamar S @40fps with latency occasionally spiking to three bars.
From Maribeau E running into Hampton Green towards Penhurst-Amaranth and Club Paradise Lost, fps drops to 25-35 and latency hangs around 2-3 bars but still drops down to one. Explored Club Paradise Lost, latency is same as the outside area.
Continuing the run to Club Hel, latency and FPS remains about the same at 2-3 bars with fps ranign from 25-35.
Standing in front of the garage entrance to Club Hel @30fps with latency holding firm at 2-3 bars. If I move or rotate, the latency usually drops but seems to build up again when I stand still facing the garage entrance.
I have no idea what any of that means lol, hopefully it helps.
Is this why it is possible to 'kill' spawn points in DT?
If you are farming and are killing the same gang members over and over eventually stop spawning, is this why? I have only had this happening in DT