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→Time Dilation Explained: wrote my own so not copy/pasted |
Brent r5254 (talk | contribs) |
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During large fleet engagements, lag usually occurs. The reason is because so many players are sending actions to the server of a system that the server can't handle it in a timely manner. | |||
Imagine a bunch of houses with roads connecting to a building in downtown. Each house would be a person in eve and the building in downtown would be | Imagine a bunch of houses with roads connecting to a building in downtown. Each house would be a person in eve and the building in downtown would be the server. Now let's imagine that a car from a house is an action, like turning on your missile launcher. Normally, if just a few people drive their cars on the road, traffic goes smoothly. But if you have a huge number, then you get a traffic jam. | ||
The actions being received/sent are not on a rhythmic pattern. Imagine lots of cars one minute and the next just a few. Thus there would be times of fast traffic and slow crawls (lag spikes). | |||
What CCP did to combat this is to implement '''Time Dilation'''. TiDi would slow almost all actions. This is kind of like setting a speed limit on the road so that all the cars go at a steady smooth pace. | What CCP did to combat this is to implement '''Time Dilation'''. TiDi would slow almost all actions. This is kind of like setting a speed limit on the road so that all the cars go at a steady smooth pace. | ||