Ok I am a returning player, and admittedly I have been gone for a while. (Old Gustin Player) But seriously why does this 10 year old game LAG SO BAD?! It's unplayable.
Admittedly my computer is quite old now but Lineage is over a decade old and I used to play on some seriously dodgy hardware in closed beta with everything maxed except reflections.
lag is dependent on many factors.
one of which is proximity to server.
another is a unique happening involving high grade mice.(as in optical clicking devices and not the rodent) higher grade mouse causes graphical disjunction while panning right or left... not exactly sure why, but decreasing poling has been known to help.
the largest problem with lag is due to programs which read the packets.
this could be virus programs or third party programs that other players are using.
there are many other lag factors, but i'm not qualified to bring them up because i honestly don't have a clue how the back end of the engine works.
Ok I am a returning player, and admittedly I have been gone for a while. (Old Gustin Player) But seriously why does this 10 year old game LAG SO BAD?! It's unplayable.
Admittedly my computer is quite old now but Lineage is over a decade old and I used to play on some seriously dodgy hardware in closed beta with everything maxed except reflections.
Every other game I can play maxed out except Watchdogs without issue. :eek:
cause like you said it's a 10 year old game running on an equally old game engine designed with circa 2004 hardware in mind
basically models/animations are constantly read from disk, they are not cached in your gfx card's framebuffer. So a really fast disk helps a ton. SSD, raided SSD etc. Beyond that, there are certain players, that are running ahem certain software, and if you get anywhere near them in game you 'll lag even if you run the game from RAM or whatever, they ownz all your packets they therefore induce lag.
there is a funny video out there on the interweb where you can see first hand action pact lag on lag pvp where programs react to programs, and the visuals you see are so weird that you as a viewer have no idea what is going on.
SSD makes sense if everything is being swapped to disk. I doubt I am going to upgrade to an SSD for this game, especially since I apparently would have to relearn the game as nothing looks the same including the starting areas. :(
SSD makes sense if everything is being swapped to disk. I doubt I am going to upgrade to an SSD for this game, especially since I apparently would have to relearn the game as nothing looks the same including the starting areas. :(
Yeah dude, totally different game now. You will have to relearn everything, then learn more after 85.
Ok I am a returning player, and admittedly I have been gone for a while. (Old Gustin Player) But seriously why does this 10 year old game LAG SO BAD?! It's unplayable.
Software rendering, dear. And complete ignore of vertical sync. 200-250 FPS, where 60 is enough - here comes the lag.
Turning game to fullscreen often helps, but not always.
basically models/animations are constantly read from disk, they are not cached in your gfx card's framebuffer.
That's ******** on so many levels, it's simply not connect.
GFX aren't "constantly being read from disk", else the game would be down to a snail's crawl. It is cached in the memory (and the game actually maintain quite large cache, larger than it is necessary to render your immediate surroundings), but it does not utilize hardware rendering capabilities neatly enough to make it worth investing in a new GFX card.
Any embedded Intel **** will get you 30-40 FPS on netbook, and 60-150 on desktop.
It is not the same code as years before.
In C4 i could run 1 client at PC with 256 Mb RAM
and now only 1 game client eats 800-1500 Mb RAM
Same code, different caching settings.
You can trim the game back down by alot, if you know, how to pass over GG. Will trade in teleportation delays, though, as the cache will be renewed too often, replacing currently unused models with those used in your immediate surroundings. And ever again, for each major change of scenery.
If not for GG, it would've not used 800Mb+ for each new cleint, though. I were able to run 4-5 C4 clients on a system with 512Mb RAM just fine without GG, but cracking on 3 with GG around to screw with the system.
Unreal Engine is quite efficient at resource control, but GG make it void.