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		<title><![CDATA[Perpetuum Forums — Explosion Induced Lag]]></title>
		<link>http://forums.perpetuum-online.com/topic/5353/explosion-induced-lag/</link>
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		<description><![CDATA[The most recent posts in Explosion Induced Lag.]]></description>
		<lastBuildDate>Mon, 10 Sep 2012 19:18:08 +0000</lastBuildDate>
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			<title><![CDATA[Re: Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72834/#p72834</link>
			<description><![CDATA[<div class="quotebox"><cite>bleu wrote:</cite><blockquote><p>...<br />&nbsp; And right after undocking there is a lag spike untell you start moving</p></blockquote></div><p>i would tell, that one is because the client first loads the visible area around coordinates 0,0 of that gamma island, and then teleports you to the location around the terminal. </p><p>the reason for that theory is, that until you undock at least once, your own position on the map is the top left corner of the island instance, and that only happens on gamma.</p>]]></description>
			<author><![CDATA[null@example.com (Annihilator)]]></author>
			<pubDate>Mon, 10 Sep 2012 19:18:08 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72834/#p72834</guid>
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			<title><![CDATA[Re: Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72833/#p72833</link>
			<description><![CDATA[<p>Also get extreme lag spikes when killing bots on gamma seems to be worse for observers then for overlord mechs which might be due to explosion size<br />&nbsp; And right after undocking there is a lag spike untell you start moving</p>]]></description>
			<author><![CDATA[null@example.com (bleu)]]></author>
			<pubDate>Mon, 10 Sep 2012 18:20:38 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72833/#p72833</guid>
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			<title><![CDATA[Re: Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72822/#p72822</link>
			<description><![CDATA[<p>I see. Well if this has anything to do with AoE damage then I don&#039;t think that would help as the explosion radius of a teleport is pretty small afaik.</p><p>Our best guess currently is that this happens due to AoE damage calculation or the plant layer update, perhaps the combination of these. More testing is necessary.</p>]]></description>
			<author><![CDATA[null@example.com (DEV Zoom)]]></author>
			<pubDate>Mon, 10 Sep 2012 16:23:27 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72822/#p72822</guid>
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			<title><![CDATA[Re: Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72820/#p72820</link>
			<description><![CDATA[<p>as the first explosions on an island typically cause bigger lags than subsequent explosions, we started blowing up teleports to cause those initial explosion (hoping that the lag would reduce a bit for when started blowing up actual robots).</p>]]></description>
			<author><![CDATA[null@example.com (mqx)]]></author>
			<pubDate>Mon, 10 Sep 2012 16:11:30 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72820/#p72820</guid>
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			<title><![CDATA[Re: Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72814/#p72814</link>
			<description><![CDATA[<p>I&#039;m sorry I can&#039;t really put your original post together. Exploding teleports...? Do you mean bombs perhaps?</p>]]></description>
			<author><![CDATA[null@example.com (DEV Zoom)]]></author>
			<pubDate>Mon, 10 Sep 2012 14:28:07 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72814/#p72814</guid>
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			<title><![CDATA[Re: Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72606/#p72606</link>
			<description><![CDATA[<p>Devs, can we get a comment on this?</p>]]></description>
			<author><![CDATA[null@example.com (mqx)]]></author>
			<pubDate>Thu, 06 Sep 2012 20:56:35 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72606/#p72606</guid>
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			<title><![CDATA[Re: Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72477/#p72477</link>
			<description><![CDATA[<p>i think its been reportet since PTS - the &quot;death&quot; animation of multiple plants when terraforming was always causing huge lag spikes.</p><p>i guess it has to do with several bandwidth heavy things happening at the very same moment:</p><p>1. death animation of plants loaded into memory from HD<br />2. update of passable terrain<br />3. update of harvest-cycles of harvestable plants, which is still working on the old &quot;resource&quot; mechanics.<br />4. some plants got a very detailed death animation (eg. the big mushrooms)</p>]]></description>
			<author><![CDATA[null@example.com (Annihilator)]]></author>
			<pubDate>Tue, 04 Sep 2012 17:13:01 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72477/#p72477</guid>
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			<title><![CDATA[Re: Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72471/#p72471</link>
			<description><![CDATA[<p>Yep, we did beacons the other day and severe lag occurred when we spawned more than two beacons at the same time.</p>]]></description>
			<author><![CDATA[null@example.com (mqx)]]></author>
			<pubDate>Tue, 04 Sep 2012 14:25:20 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72471/#p72471</guid>
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			<title><![CDATA[Re: Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72468/#p72468</link>
			<description><![CDATA[<p>This might be related to where harvesting plants also causes spikes. Although that seems to be client-related.</p>]]></description>
			<author><![CDATA[null@example.com (Doek)]]></author>
			<pubDate>Tue, 04 Sep 2012 13:45:36 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72468/#p72468</guid>
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		<item>
			<title><![CDATA[Re: Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72463/#p72463</link>
			<description><![CDATA[<p>Farming npcs cause this too and has for a good while now ~3 monthes.</p>]]></description>
			<author><![CDATA[null@example.com (Ville)]]></author>
			<pubDate>Tue, 04 Sep 2012 12:59:28 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72463/#p72463</guid>
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			<title><![CDATA[Re: Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72457/#p72457</link>
			<description><![CDATA[<p>confirmed</p>]]></description>
			<author><![CDATA[null@example.com (Alexadar)]]></author>
			<pubDate>Tue, 04 Sep 2012 12:17:53 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72457/#p72457</guid>
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			<title><![CDATA[Explosion Induced Lag]]></title>
			<link>http://forums.perpetuum-online.com/post/72456/#p72456</link>
			<description><![CDATA[<p>As far as Ive seen, this only happens on beta and gamma. Explosions (bots, teleports, etc.) seem to consistently cause lag spikes at the moment. The length of the spike seems to be correlated to the number of plants (or other destructible equipment) that are in the area. Also, the first explosion on an island seems to cause the biggest lag. </p><p>Case in point, i destroyed a teleport on beta yesterday, and there were a few plants in the way too. It caused a good 30 seconds of lag, in which my client didnt react at all. Subsequent explosions caused lag too, but unresponsiveness was down to 5 seconds for the second explosion, and almost nothing for the third.</p>]]></description>
			<author><![CDATA[null@example.com (mqx)]]></author>
			<pubDate>Tue, 04 Sep 2012 12:08:19 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/72456/#p72456</guid>
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