51 (edited by Croquette 2011-11-06 20:04:27)

Re: The network issues thread (client lag and disconnects)

I have exactly the same problem on my side.
3 accounts and after a while, for example two accounts have lag spikes like you. 600ms and NA some time. As one of the other client still has a ping <100ms.
Very strange.

52 (edited by C Spawn 2011-11-07 21:42:26)

Re: The network issues thread (client lag and disconnects)

Okay, since the latest disconnect cost me an Artemis mk2, it's time to write down here.

I'm getting 100% immediate disconnect when I log in at first attempt. After this usually (most times) I log in normally.
During the time that I play, I have 50-ish ms ping, but, I still got some inadequate random disconnects without losing an internet connection at all, neither loosing a quality/speed of connection. Sometime, most of the cases, immediate relogin works, sometimes not, while still other sites are availible, even that one.
I tried shutting down all applications that could use the channel, such as skype, etc, and it does not help. I launched pingplotter during the play - it does not have even spikes when I got discoed, however, a very seldom packet loss appear, but without any visible effect on the game.
And the problem appeared only 4-5 days ago, previously I played without disconnections for a few days after I renewed subscription.

C Spawn
77.73.88.18
ISP UG-Telecom, Russia
8Mbit down/1Mbit up
Cable
http://www.speedtest.net/result/1579121561.png

Aaaargh, and now it even fatal crashed when I tried to record pingplotter tests. Next time, Mr. Fox.

Re: The network issues thread (client lag and disconnects)

Since 3 or 4 weeks I am getting more and more disconnects.
Yesterday I played without problems, today I got 5 dc's in 15 min.
I am using a dsl-cable connection with 25 MBs from Germany.
I used the trace-button on the trace-tab in the console-profiling window once, since then it is disabled.

54 (edited by Duma 2012-02-25 06:02:45)

Re: The network issues thread (client lag and disconnects)

Hello,
No idea if anyone from the Dev team is reading this. But the majority of our Corp is having issues with N/A Lag spikes when we go into battle be it with NPCs or other players. We can easily recreate just by targeting one another and we get N/A lag. It seems to affect people with higher latency than those with under 200ms. We have traced and many of the members have completely different routes to the server. It has been extremely bad the last 2-3 weeks since the last patch. We are even seeing lag up to 30 seconds when we are grinding NPCs and in battles, some of the guys haven't even seen their deaths due to the Lag being so bad.

Its important to understand that during mining, in station, running around seems to be ok ( not always but 99% of the time its stable and happy ), but as soon as we lock and start shooting many of the corp guys get N/A and we often just sit there not knowing what happens. Its near to unplayable.

Tracing route to 195.228.152.156 over a maximum of 30 hops

  1    <1 ms    <1 ms    <1 ms  192.168.1.1
  2    18 ms    18 ms    18 ms  nexthop.vic.iinet.net.au [203.215.7.251]
  3    17 ms    18 ms    18 ms  te7-2.mel-pipe-bdr2.iinet.net.au [203.215.6.12]
  4    31 ms    31 ms    32 ms  xe-0-1-0-0.syd-mas-core1.iinet.net.au [203.215.20.106]
  5   223 ms   223 ms   223 ms  34023.sydp06.cu.reach.com [134.159.160.57]
  6   179 ms   179 ms   179 ms  i-0-0-2-0.paix-core01.bx.reach.com [202.84.140.106]
  7   177 ms   177 ms   177 ms  i-1-2.paix01.bi.reach.com [202.84.251.74]
  8   226 ms   226 ms   226 ms  62.156.138.145
  9   396 ms   395 ms   413 ms  vie-sa3-i.VIE.AT.NET.DTAG.DE [62.154.14.93]
10   373 ms   373 ms   372 ms  194.25.210.178
11   373 ms   375 ms   373 ms  81.183.0.110
12   374 ms   375 ms   411 ms  81.183.0.201
13   376 ms   377 ms   376 ms  81.183.2.197
14   376 ms   375 ms   375 ms  195.228.152.156

BTW, if I do a ping -10000 to 195.228.152.156 and do a quick test.. My client will show N/A yet the ping is constantly around 377ms, here is a time where we tested, so its not dropping as far as we can see ( though we use showprofiler and at times we do have packet loss but its complete loss for a period of time and then all is good and only if we start to shoot someone/something ).

Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=378ms TTL=112
Reply from 195.228.152.156: bytes=32 time=383ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=380ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=378ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=380ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=379ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=379ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=378ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=379ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=406ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=377ms TTL=112
Reply from 195.228.152.156: bytes=32 time=376ms TTL=112

Through this ping my client experienced a number of N/A lag situations.. we were shooting each other in tests.

We have disable shadows, restarted clients etc etc.. and this is now getting beyond a joke. We had a battle this morning with RG, it was extremely frustrating to spend a majority of the battle with N/A and we are getting quite annoyed at it. Prior to the last patch we did not appear to have any of these issues.

We need this looked at ( and saying we have no issues with 80ms ping is not helping many ), but we are starting to get to the point of just saying game is unplayable and go and do something else.

Thanks

Duma

Edit: also when opening NPC containers we get N/A lag. For example, we have 2-3 NPC boxes. We try and access one and N/A lag.. then it comes good and we are able to loot all the containers fine.

55 (edited by Duma 2012-02-25 08:11:00)

Re: The network issues thread (client lag and disconnects)

Further to the above post. We have been able to recreate the N/A Lag spikes after one of our members noticed running over a certain area resulted in it. We tested it with a number of people in the corp and consistently were able to recreate the N/A lag. We also found that Lag spikes occur around 700 meters apart and targeting or firing over these N/A lag areas results in N/A for a period of time.

We have found a number of areas we can easily recreate this issue and have logged a ticket. You may wish to try it yourself ( though it appears 200ms or greater is more effected ). If you find a area of N/A lag on any island. Open the console  ( use the ~ key by default ), type "openprofiler" and run back and forwards over the spot. You will find a large spike in latency or N/A lag, that you can consistently see.

We have logged a ticket with screen shots and points where we can find the N/A lag. This issue appears to affect firing and targeting over the regions and movement. Mining of course does not seem to be affected in these areas.

Thanks

Duma

56 (edited by Mark Zima 2012-02-26 15:52:13)

Re: The network issues thread (client lag and disconnects)

The lag is horrible recently.
Instead of the usual stable 100 I more often get this (Ingame lag 300-1000 with N/A every 10 seconds).

Re: The network issues thread (client lag and disconnects)

Disconnected 4 times last night with zero hicups on comms.  Seems the disconnects are worse on Alsbale.  We have a new area now called the "Disconnect" zone.  We are attempting to plan operations away from it.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: The network issues thread (client lag and disconnects)

The Alsbale triangle ...

59 (edited by DarkOver 2012-04-30 01:10:53)

Re: The network issues thread (client lag and disconnects)

Hi people, What's the current status of the lag/lag-line issues?
Is there still an "Alsbale Triangle" and are people still looking at perp-kill to find out why they died?
I notice there hasn't been a patch since March 9th and this thread hasn't seen much traffic either.

I stopped playing as it was not playable for me, I'm just wondering if I should re-sub my 5 accounts smile

Re: The network issues thread (client lag and disconnects)

The guys are working on the gridline lag issue for the new patch, we'll see how it will turn out.

Re: The network issues thread (client lag and disconnects)

DEV Zoom wrote:

The guys are working on the gridline lag issue for the new patch, we'll see how it will turn out.

OOOOH YEAAAAH!!!! cool

True Pros make a Podcast to influence the Devs minds, 
The rest of you guys are Hacks tongue

PS. I got my Highways & stopped playing b4 they came in & have never used them! ...... Irony much ? tongue

Re: The network issues thread (client lag and disconnects)

Excellent news.

Perhaps I should have stuck it out and continued to "care bear" my rear off, but after almost losing a scarab to trash on the Shinjalar Hwy and the only official response at the time IIRC was something along the lines of
"we think its just an internet network issue but we'll look into it, no promises though"
I just couldn't muster the enthusiasm.

I'm looking foward to coming back as soon as it becomes playable again.
Thanks for the prompt and encouraging reply.

Re: The network issues thread (client lag and disconnects)

May 3rd and 4th seemed to be quite bad for lag, rubber-banding and disconnects.  The various chats had people mentioning instants of this all over, did not seem confined to any particular island.

Certainly for me (Ontario, Canada), the connections and lag issues were the worst that I have had in Perpetuum over the last 2 days.

64 (edited by Herpus Derpus 2012-05-08 12:48:20)

Re: The network issues thread (client lag and disconnects)

Ok this is probably related to the Grid Problem.
I was recently investigating on the lags i have in certain areas in the map while i stumbled upon the traffic graph function of my Net Limiter 2 and made some interesting observations.
Whenever i got past a certain coordinate there was a peak in traffic coming from the client passing that line. This peak is reproduceable at least for that spot. The following Screenshots show the spot and the correlating netgraph.

this one shows the spot

and this shows the netgraph when i pass this line back and forth in quick succession.
The Peak in Network Activity is very high and prolonged in comparison with just driving from point A to B.
I also made a screenshot of the netgraph while driving from Brightstone (Alsbale) over Naynitch teleport to Shinjalar Main Terminal using the Highway.

1) On this spot i entered Shinjalar
2) On this point i used the teleport from Ordurai I to Koija II
between 2 and 3 i passed a NPC group wich is marked with the little arrow
3) I entered the Main Terminal

You will also see Peaks on this Netgraph they are also very high but not as prolonged as in the first netgraph the reason for this is could be that i didnt start driving back and forth on the point i encountered a Traffic Peak or something entirely unrelated.
Whenever a player with a bad internet connection passes such a point he can experience a rapid increase in latency wich will quickly fall again in some cases that can be enugh to crash the conenction though....

Re: The network issues thread (client lag and disconnects)

Herpus Derpus wrote:

***awesome post with stats***

just a small note when driving across these lines most the time i have no problem .. on a less than good day its very noticeable. On a bad day tho if driving over these areas doesnt give me N/A lag then the lag spike (5000+ m/s) will result is rubber banding for a while b4 dissipation. But on really bad days the lag never drops off bake to "normal" levels.
^^ this happens with normal driving. If theres combat (pvp / pve) on an area with a grid line like this & its one of those bad days i just have to log lol.

True Pros make a Podcast to influence the Devs minds, 
The rest of you guys are Hacks tongue

PS. I got my Highways & stopped playing b4 they came in & have never used them! ...... Irony much ? tongue

Re: The network issues thread (client lag and disconnects)

Not sure if it's system lag or network lag, but when I first log on if my toon is deployed on island it  can take up to ten minutes for the client to load the island. I have three active accounts, but this is regardless of whether I have one, two or three clients running. If my toon is in station it can take between 5-10 minutes, on average, for my character to undock. After I click the undock button I have a black screen which, if I click on it, goes to a white screen which displays NOT RESPONDING in the title bar. The worst I have experienced was an approximately 15 minute lag between hitting undock and the client updating. Note, when the client updates with my character outside terminal, the undock and molecular instability timers are still running, so it's not as if they've undocked and I've just had a black screen.

I'm running Vista 32bit on an Intel dual core E4600 2.4G system with 3g RAM and a Radeon HD 5570 with all settings on all three clients as low as they go. I have two monitors and play with two clients in full screen windows and one floating window.  The problems occur when I have one client open and logged in, as well as when I have all three client windows open.

67 (edited by Tux 2012-08-23 20:42:15)

Re: The network issues thread (client lag and disconnects)

Just Me or has the new patch gave everyone more delay?

Its been taking about 2 to 3 seconds to transfer items around in hangers and about 1 to 2 seconds to activate modules in some cases.

these are not huge delays buy the move i try to move or activate at one time, the worse it is.

Tux ~ Kill the messenger, he was part of it all along.
Euripides ~ Ten soldiers wisely led will beat a hundred without a head.
Bertrand Russell ~ War does not determine who is right - only who is left.

Re: The network issues thread (client lag and disconnects)

I agree with tux. I have killed alot of plants do to this issue. I have also noticed near stucrtures it gets worse MUCH worse alot of corp members along with myself have seen 12k plus since patch

Re: The network issues thread (client lag and disconnects)

http://i.imgur.com/gYVFT.png

Won't even reach the destination server and 20-30% packet loss at 78.42.40.17. 95% of time the game runs fine, but once I DC I lose my expensive stuff. sad

Re: The network issues thread (client lag and disconnects)

I don't think test1 and test2.perpetuum-online.com are relevant anymore, or work for that matter.

Re: The network issues thread (client lag and disconnects)

Oh I see. 195.228.152.156 is the perp server. Works fine on this one. Just a slight paket loss in the beginning. Now that I got your attention, wanna check my tickets? big_smile