I mean i’ll accept a stable framerate on the jita undock, despite running the game in a single client off of an NVME drive with a 7800x3d and a 7900 GRE i still get small stutters
This machine should be absolutely smashing the EVE client considering i don’t even run the client at even my 1080p native resolution, FSR makes the client look like ass lol
I mean hell, between my RAM and VRAM i could have the entire client loaded in to memory without it even needing to hit the NVME drive >.>
Yes, i think money is definitely spent on enhancing the engine and developing new methods for Eve. My point is I’m curious to know how much is actually spent on Eve Online as £45m in one year for server maintainence/enhancement/architecture design/programming or replacing any server or faulty device seems too expensive.
A Google AI search can’t seem to find any info on what is spent directly on Eve Online as CCP never makes this specific info public.
There are still reports of Lag, and we know data travels at the speed of light so the issue seems to be the processing of player data once it has arrived at it’s destination. So the question is; Is no Lag in Eve Online impossible to achieve due to current processing limitations? or is the lag issue due to poor funding?
I did mention the 4 other projects CCP are working on and I would imagine 1 company putting out 4 games would be very costly. Have they given up on solving Lag?
Just to confirm, as per this info, does the entire Eve online game run on 1 Dell R750?
I would have thought a solution would have been developed to allow say 20 or more Dual socket motherboards (40 Physical CPU’s) being connected on a type of multi-cpu network which would simultaneously process data for a single database (Eve Online).
I’m pretty sure $45m million would easily pay for such a system. The diagram Malak posted seems to indicate that only one R750 is used to manage the entire eve online game, please confirm this is correct.
If it is correct then this is a problem, Cities Skyline 2 is actually a unique game that server CPU’s even struggle with depending on the population size of the city that is built within the game. Server CPU’s seem to struggle on populations over 1 million which makes sense as each one of the population is actually doing something like, travelling to work, driving, on a bus, walking, generally each one of the population requires processing where their actions of the other members of the population they are affecting must also be cosidered.
This is similar to what happens in Eve where the actual players are controlling the actions of the population.
So yes my general point is if over the years CCP has had a large R&D budget then why is there only a single R750 managing the game? and why hasn’t a CPU network as described above been investigated, reported on and possibly implemented?
Also, it is possible for GPU’s to actually process Database data in parallel where a GPU can return complex queries in a matter of milliseconds. If all of this hasn’t been discussed or reported on by CCP engineers/developers then No, I strongly disagree that everything has been done to combat lag considering what the R&D budget has been over the years.
So did you google and only came up that they have just the one? Where did you get that information? The diagram I provided just says what type of server, not how many. Here is the article where they talked about the server last (unless I missed a more recent one) A History of EVE Database Server Hardware | EVE Online
No, it’s not just one…no one in their right mind would think there is just one. I don’t know how many, but you can see there are a lot of them in the pictures.
You don’t seem to be able to answer my question properly yet you have such conviction that everything has been done to solve lag.
As of today can anybody tell me how many physical CPU’s are used to process data for the Eve Online database?
The link from 2022 seems to indicate there are 2 R750s? is this correct?
You don’t seem to understand the significance of a question mark. You should be able to see from my posts that I tried to confirm with 2 questions if this was the case.
I am also asking another question in this post, are you able to answer?
Ahh I see, so we just accept the little that we are told and shut up like good little boys and girls huh?
I’m not backseat engineering as such, I’m attempting to compare what CCP actually use compared to whats available in the world.
How is asking if a small array of powerful GPU’s being added to the Eve servers backseat engineering? many of us understand the vast amounts of data a GPU can process within a database, I’m just asking if there’s any reports where the engineers have considered this considering the R&D budget is quite large.
It’s still a bit unclear what the complete worldwide hardware setup is for Eve Online if anyone can shed any light on this that would be great, thanks.
What lag ? Seriously….I get zero lag in the game. It is so often the case that when people complain of lag in games…the problem is actually at their end. I have a 1000mbps connection and run a RTX 3060, and I never notice any lag at all.
Of course, I get tidi in big fleets, but that’s entirely another matter.
Just wait till the latest buzz will be implemented at CCP HQ.
Most humans fired. Replaced by: AI support, AI programmers, AI artists, AI moderators and community managers, AI middle managers, AI decision making and so on.
I do think, generally speaking, it’s cope to say a company’s fiscal outlook is great when they’re in the red by a third of their revenue.
And I cannot assume R&D is an optional expense: Active development is one of the draws of EVE (at least to me). To eliminate it entirely would probably impact revenue. Over half would have to be unrelated to EVE and CCP would need to escape this debt-free (somebody’s going to have to eat that 19m loss).
Lucky you. I, on the other hand, have experienced considerable laggy game features in the past few days alone. For instance, the Industry window did not update BPC usage instantly as it used to, and it also did not recognize clicks instantly. The delay between click recognition was so bad that I almost canceled jobs by accident because the game suddenly recognized clicks on the previous Start button (which had become the Stop button).
Other lags revolve around gate jumps, around activating module in combat plexes, jump clone activation, taking gates with a moderately sized fleet and many other instances.
In my experience, lagginess in EVE has hardly ever anything to do with local hardware. It’s almost always an issue with CCP’s server tech and poor software coding quality.