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Time dilation: Difference between revisions

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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.
During large fleet engagements, lag usually occurs. The reason is that so many players are sending actions to the server of a system, that the server can't handle all those action 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 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.
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).
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).