Originally Posted by
FromgalTheMinstrel
I'm sorry, but there is just no way your CPU has anything to do with how slow the skirmish stats are calculated. Every single frame displayed for the game takes thousands and thousands times more data crunching for both CPU and GPU than the trivial sum of numbers that the skirmish stats consist of.
For each little triangle that forms up the body of an orc, a sword, a tree leaf ingame, matrices of decimal numbers have to be multiplied, inverted, deformed based on animation, etc. And every single frame could have, average, close to 20,000, 50,000, 100,000 of those triangles. And your computer does that 60 times per second. That without going into lighting, texturing and other parts that concern the GPU more than the CPU.
No. As they said above, it totally feels the same as with the completed quest log delay. It sounds database related, or that for some strange reason they don't calculate the stats at their servers, but they send all the raw log data to the clients and let the clients calculate it themselves. And what is stalling the clients isn't that it takes too long to calculate those stats, but that the raw data is taking forever to be all sent to the clients.
Or I could be mistaken and in order to add together a couple of hundred of numbers, instead of using the ADD operation, they are renting our CPUs to the NSA to decipher our mails or something like that. I somehow wouldn't be surprised... ¬_¬
I second this, for I have instrumented my system (except for the last part :P). There is a lot of data transfer then disk transfer then data transfer, rinse and repeat.
Game rendering typically has a lot on load then small updates, so the issues are different in scope, I think.
Now why they do this client side versus database side; well I can think of a very good reason. Database concurrency and integrity. Best to keep the personal stat calcuations off the DB server, I'd say.
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