Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Time dilation: Difference between revisions

From EVE University Wiki
mNo edit summary
Line 9: Line 9:
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).


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 - pronounced 'tye-die')''. 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.


TiDi affects a node, the hardware hosting specific regions in EVE space. When lots of players start to overload a node, TiDi takes place. This not only keeps a smooth pace but helps prevent players from lagging out (where their client disconnects).
TiDi affects a node, the hardware hosting specific regions in EVE space. When lots of players start to overload a node, TiDi takes place. This not only keeps a smooth pace but helps prevent players from lagging out (where their client disconnects).