• Breaking News

    Saturday, June 6, 2020

    Paladins PC Server Lag Improvement Released

    Paladins PC Server Lag Improvement Released


    PC Server Lag Improvement Released

    Posted: 05 Jun 2020 07:29 AM PDT

    We know the packet loss issues have been frustrating for our players, particularly PC players in Europe, but we pushed out a small change last night that should at least improve things for everyone. For those that haven't followed along, about 2 months ago, we posted saying that we believed congested internet nodes near some of our data centers were causing issues in the EU. Then about 3 weeks ago, I posted an explanation based on our continued research into the issue, which continued to point toward intermittently congested internet nodes all over Europe. The replies from you all, though, made it clear that there was something else going on, namely that some of you play multiple other games that don't have issues, that the issue also started happening during off peak times, and that it happened more often at the beginning of the match. So, I got some of the best and brightest people at our company involved in researching, but after two weeks, we couldn't find the pattern in your reports that we needed to nail down a solution. So, I posted again, asking for your help and got all sorts of good data to analyze.

    The first theory that I investigated was that we made a change in the Sands of Myth update that caused the issue. So, I ran a full diff of the Sands of Myth code against the Tigron's Tale code and found nothing of interest. Undeterred, I then used Wireshark to graph the number of packets and number of bytes that we were currently sending during a match. I then spent a day standing up a server running our final update from last year, The Damned Frontier, on my personal computer that I could connect to from my work PC (thankfully we're working from home, so I always have 2 PCs sitting right next to me). I did a Wireshark capture of that client to compare against, but found that if anything we're sending less packets now than we were at the end of last year. Then one of those smart people at the company suggested, "since SMITE doesn't seem to have this issue, do a capture of it for comparison". Turns out that SMITE is sending a little over half as many packets from their clients to the server as Paladins. So that leads to the next obvious question: why?!?

    We started comparing some of the shared code between SMITE and Paladins, but none of the relevant code had been changed between SMITE and Paladins. Eventually, though, we found a piece of code that has existed in the engine since before we even started making Paladins that said "if there are 10 players or less, send 90 movement packets per second, otherwise send 45 movement packets per second". Sure, fine, but SMITE also caps out at 5v5 matches, so they'd also be sending 90 movement packets per second, right? That was when that same smart person said "well, technically all of the other things in SMITE are treated as players: minions, towers, phoenixes, and titans". Okay, fine, but why are some Paladins players only experiencing packet loss at the beginning of a match and/or the beginning of each round? Oh, because Paladins also has some champions with certain abilities that are also treated as players, such as Ying's illusions. That means, most of the time, Paladins is sending 90 movement packets per second, but if any of those champions are in the match and use any of those abilities, every client would immediately shift to sending 45 movement packets per second. So, we looked at some of the old server data from known bad matches (thanks to you all sending us a mountain of bad Match IDs) and the pattern fit 100% of the time: packet loss until an 11th "player" showed up, then the packet loss disappeared until the 11th "player" was destroyed and boom, packet loss spikes right back up.

    And since this code has existed in Paladins forever, we know that Paladins clearly doesn't even need to send 90 movement packets per second for players to have a smooth experience, this was just old code that was never previously problematic. Also, since the engine never sends more than 1 movement packet per frame, console players were never sending 90 movement packets per second anyway, which also explains why this appeared to only be affecting PC players. So, the PC client update that we released last night basically set the cap down to 45 movement packets per second.

    Let me be clear, we don't expect this to fix every server issue that players have been encountering, but we absolutely believe this will at least improve things for the players that have been experiencing packet loss issues. So, if you're still encountering issues, please let me know and we'll look into it.

    submitted by /u/Xienen
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    That moment feels like an eternity

    Posted: 05 Jun 2020 01:09 PM PDT

    "NEED HEALING"

    Posted: 05 Jun 2020 08:22 PM PDT

    the blushing bride

    Posted: 05 Jun 2020 01:37 PM PDT

    I spawned EVERY champion on the Shooting Range

    Posted: 05 Jun 2020 12:08 PM PDT

    It do be like that

    Posted: 05 Jun 2020 12:16 PM PDT

    This is a hot team

    Posted: 05 Jun 2020 06:44 AM PDT

    Will-Obama, I'm not the only one who sees it right?!

    Posted: 05 Jun 2020 03:17 AM PDT

    Original Shitpost

    Posted: 05 Jun 2020 09:14 AM PDT

    I was doing a custom match with friends and personally discovered this side of the map. Has anyone done this? XD

    Posted: 05 Jun 2020 08:56 PM PDT

    Lex's stand on Black Lives Matter

    Posted: 05 Jun 2020 09:17 AM PDT

    I have no more oldies and I don’t think this counts as one xD Anywayyy as I rush to post this cuz I’m busy, this was a gift for brother! He wanted to bully his friend! :D The full explanation is only on insta so eh here. Now wait for a week for a new art lol

    Posted: 05 Jun 2020 09:55 AM PDT

    The new Paladins player vs Skye

    Posted: 05 Jun 2020 10:29 PM PDT

    “Enemy is on a rampage!”

    Posted: 05 Jun 2020 07:31 AM PDT

    Quest: win 6 games. Sure.

    Posted: 05 Jun 2020 12:30 PM PDT

    After seeing all the great art posted here, decided to try my hand at making one myself - took me an entire week of learning how to draw with a mouse, and a huge backlog of hw but prettt happy with how it turned out!

    Posted: 05 Jun 2020 07:08 PM PDT

    a shitty tier list

    Posted: 05 Jun 2020 02:42 PM PDT

    You challenge Makoa!?! (Btw I got the makoa picture from a vid thumbnail. Thx to the person that made the vid lmao)

    Posted: 05 Jun 2020 02:16 PM PDT

    Did a redraw of drogoz wanting to go to the beach. Willing to guess no one remembers the first one and im A-ok with that

    Posted: 05 Jun 2020 10:14 PM PDT

    I made this in blind rage and had to vent don´t judge me.

    Posted: 05 Jun 2020 10:08 AM PDT

    Petition: Bind the old "nice job" lines to you rock

    Posted: 05 Jun 2020 01:26 PM PDT

    Bind the "nice Job" voice lines to you rock - vvgn - ver. It is a shame we lost so many lines with the VGS rework. Can we get some of them back by doing this sort of a compromise.

    submitted by /u/WhiteSnail
    [link] [comments]

    Two shots and you‘re dead

    Posted: 06 Jun 2020 12:59 AM PDT

    I just killed the training mode somehow

    Posted: 05 Jun 2020 03:37 PM PDT

    Just Raum doing #raumthings

    Posted: 05 Jun 2020 08:39 PM PDT

    What does the ✅ mean in front of a player’s username? (Apologizes if this is widely known)

    Posted: 05 Jun 2020 07:21 PM PDT

    Fax

    Posted: 05 Jun 2020 07:30 PM PDT

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