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Originally Posted by
Raninia
Lag continues to be a problem, and we continue to work on it. I understand it's frustrating that it continues to happen, but I can honestly say, I don't enjoy us having to constantly deal with this problem any more than y'all enjoy experiencing it.
Here's a quick update as to where we are now:
Overall, performance is in a better place than when Gundabad released, despite larger player concurrencies and overall player population. "Better" doesn't mean good, but it's nice to see that the months we spent working on various improvements over the past six months have born some fruit.
With Update 33, we saw a huge influx of players, the likes of which we haven't seen in at least 6 years. This has led to worsening performance across all worlds. We even thought we'd lost a Landroval blade - someone's gonna use this to try and argue we are or aren't virtualizing, we still are, but VMs still gotta live somewhere - but it went down temporarily and was successfully revived. We also re-rolled out a fix we'd introduced for 32 and then disabled for 32.0.2 because of issues related to the Spring Festival. It's gone really well and has further reduced some of the issues we're seeing.
We have in the works, and in various stages, several initiatives, some of which I've spoken about before:
64-bit servers are closer, but they have been just one can of worms after another. A lot of the game is built on assumptions about underlying architecture, so it's led to a lot of digging and reworking, but it's making progress. I don't have an ETA yet, but I've been told "Soon." This is a constant conversation I have with the folks involved, and I'll be getting more updates later today.
In part based on data we've been provided, we've sussed out previous issues, and are building better tooling to help us identify problems and their solutions faster. There are several things happening within here, but most of them won't have any immediate player-facing impact, since they'll just make it easier for us as we're solving the problems, not solve any itself. Nonetheless, this is important, and the next one should be ready as soon as this week.
Our deprecation of the 32-bit client is related to this work, as some of the improvements we're looking to make require 64-bit. Those next set of changes have been in testing now for a few weeks, and will hopefully get stabilized soon. Further improvements to the 64-bit client are coming, again based in part on player reports and data that have been provided, so thanks again for sending that stuff to us. Keep it coming
Later this week, we're also hoping to have several sets of new features ready for internal testing, that will help with some of the sources of lag around communication with the game databases. That's another avenue we're looking at to chip away at the problem.
There's a bunch of other stuff that's also down the line, but isn't as heavily focused atm, so don't want to speak about it too much yet. And this doesn't include changes we're making to our creation processes for new updates that will reduce the stress those areas place on clients and the game server, some of which we've seen benefit what we've released with the Angle and Yondershire, as well as future stuff to come.
We're still looking at this, we're still working on it, and we will continue to. A significant portion of the engineering effort that is being done and planned for the coming year is focused on continuing to improve the performance of the game for everyone. Thanks for your patience, I know it doesn't always come easy.