More actions
→Time Dilation Explained: wrote my own so not copy/pasted |
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When large fleet fights happen, lag usually occurs. The reason is because so many players are sending so many actions to the server of a system that the system 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 they 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. | |||
Now the actions being received/sent are not on a rhythmic pattern. There could be 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. | |||
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). | |||
When TiDi occurs, it's like everything is in bullet time from The Matrix film. It's actually quite awesome the first time you see it. | |||
== How It Looks In The Client == | == How It Looks In The Client == | ||