rocket 16567 Posted December 5, 2013 So a bit of a progress report on the day that was. We finished yesterday hopeful but cautious, as the server FPS was just not where we needed it to be realistically. Today was a day of highs and lows. I'll try and explain the difficulty we experience right now in the optimization. The Challenge The system was never designed or conceived to run such a huge amount of dynamic entities, over 11000 currently (in addition to the 2 or 3 million static map objects). So each system we refactor, redevelop or fix we bump into the next bottleneck. I think perhaps it is not unlike fixing traffic congestion, you fix it in one area only to find you have moved it somewhere else. This is what we are doing, trying to adapt and redevelop a system designed to handle perhaps 100 dynamic objects in a local area to one that handles tens of thousands distributed over tens of kilometers. The Progress We achieved some real success. We broke some things in the process, but nothing unworkable. As an example, we were refactoring how the "bot client" (a system that acts as a handling pot for messages sent to connected computers) handles error calculation (figuring out the difference between current and past, to see if it needs to notify clients of updates). Previously it was not only checking everything, all the time, but the engine was also checking with the bot client to see if it had received its messages. This is redundant as they are part of the same application; messages will always be received by the bot client. However in optimizing this system (which involves the calculation of hundreds if not thousands of potentially different state management scenarios) we missed a few things, and this results in weird out of sync errors in inventory between the client and the server. Nothing that stopped many people playing, but an example of the pitfalls and challenges faced with optimizing. Zombie pathing, collision, and tracking is "on par" with the mod for now, and in order to achieve what we want we need to redo the internal engine targeting methods to be more in line with the scripted targeting methods per the mod. This will take some time, so it's been timeboxed to be completed after the release of the alpha. Our new programmer was straight into work, creating a sound system change that allows different footstep sounds to be played for different shoes worn. Awesome! Now if only we had the sounds to fill them in! Our big brother A3 has been loaning us people, including the A3 sound lead, to help set this function up. Some audio changes are already creeping in which is great to see and will be much appreciated for those joining into the alpha. The Result This puts us pretty much in the situation we need to be for server performance, assuming the remaining state calculation errors can be resolved quickly. Our new architecture can support much more, so the future will involve us tearing down the remaining bottlenecks but for now; they seem to offer a good enough structure to push forward on. This is good news. We'll be doing a full review of server performance tomorrow based on tonights metrics and make a decision regarding the server performance. The Status As I said yesterday, there is going to be quite a few bugs and problems - but our aim is to mainly turn off the unfinished features so that the bare-bones system largely just works. I think this gives people a good impression, rather than a bunch of unfinished stuff that simply doesn't work. The real challenge for us now is to figure out what must be fixed versus what can be left until after alpha and redone from scratch properly. 68 Share this post Link to post Share on other sites
weparo 613 Posted December 5, 2013 (edited) fiiiiirst!Not first to read, but first to notice :DBe assured, i'm a fast reader ;) EDIT : Alright, read it :PSeems good Rocket, I have faith in you. See you in the Alpher then? *grabs his arm* Step aside! A train will come right through any moment now! Edited December 5, 2013 by Weparo 2 Share this post Link to post Share on other sites
rocket 16567 Posted December 5, 2013 I missed probably my favorite new "win" of the day, which was getting a working pistol holster into the game (chest holster). That was a high point, and allows us to do "proxy in proxy" enabling us to put slots on backpacks to further extend the carrying capacity of survivors (i.e. two melee item slots on the outside of backpacks). 41 Share this post Link to post Share on other sites
AnarchyBrownies 1383 Posted December 5, 2013 Do you guys already have an idea of how extensive the "must be fixed" list is? Possibly a dangerous question in case it gives people the wrong idea on release windows but I'm more or less just after an idea of how big the "must fix" problems are. 1 Share this post Link to post Share on other sites
terrvik 2409 Posted December 5, 2013 I missed probably my favorite new "win" of the day, which was getting a working pistol holster into the game (chest holster). That was a high point, and allows us to do "proxy in proxy" enabling us to put slots on backpacks to further extend the carrying capacity of survivors (i.e. two melee item slots on the outside of backpacks). Will different placements affect the time it will take to switch to an item? As in will a compass stored in your pockets be quicker to get out than a compass stored in your backpack, even if they are both on the hotbar. The stuff you mentioned kinda seem to support something like that! I love micro managing stuff. What can I say. 2 Share this post Link to post Share on other sites
oompah 58 Posted December 5, 2013 very awesome thanks for taking time to feed the train... Share this post Link to post Share on other sites
BxAnesthetic 7 Posted December 5, 2013 This is going to hype people up to think it will be released tommorow We'll be doing a full review of server performance tomorrow based on tonights metrics and make a decision regarding the server performance. Share this post Link to post Share on other sites
callsignBravo (DayZ) 323 Posted December 5, 2013 I missed probably my favorite new "win" of the day, which was getting a working pistol holster into the game (chest holster). That was a high point, and allows us to do "proxy in proxy" enabling us to put slots on backpacks to further extend the carrying capacity of survivors (i.e. two melee item slots on the outside of backpacks).ok new plan load myself up with gear all covered in molle webbing and cover myself in holdesters, the walking armory! Share this post Link to post Share on other sites
qaa12 5 Posted December 5, 2013 Announcement will be? Or game quietly appear in the Steam? Share this post Link to post Share on other sites
rocket 16567 Posted December 5, 2013 Do you guys already have an idea of how extensive the "must be fixed" list is? The list is not long, but sometimes the simplest sounding problems can present the hardest earned solutions Will different placements affect the time it will take to switch to an item? Not for alpha, but it's something we want to do. We have to watch this kind of thing, because it all happens in a large world - the more things going on the more states that need to be tracked - which means more checking and less performance and especially more things to go wrong. 2 Share this post Link to post Share on other sites
*Exile* Sami 188 Posted December 5, 2013 Great Stuff Rocket, thanks for the update! Share this post Link to post Share on other sites
weparo 613 Posted December 5, 2013 probably quiet release. The holster thing seems neat Share this post Link to post Share on other sites
nyanryan 1 Posted December 5, 2013 With each update, it feels like the impending release is being nudged back further and further...Whilst I'm glad for the update, my excitement is becoming hard to contain. 1 Share this post Link to post Share on other sites
AnarchyBrownies 1383 Posted December 5, 2013 (edited) This is going to hype people up to think it will be released tommorow I guess if they ignore this part you're right: The real challenge for us now is to figure out what must be fixed versus what can be left until after alpha and redone from scratch properly. Edited December 5, 2013 by AnarchyBrownies Share this post Link to post Share on other sites
pxxl 259 Posted December 5, 2013 Tomorrow ^_^ Around what time will the decision be made? Share this post Link to post Share on other sites
BxAnesthetic 7 Posted December 5, 2013 I guess if they ignore this part you're right:I think you and I both know that people will ignore that part and just focus on the part about tommorow's review. 1 Share this post Link to post Share on other sites
callsignBravo (DayZ) 323 Posted December 5, 2013 This is going to hype people up to think it will be released tommorowDammit stop getting my hopes up, I am getting pissed by people always saying that.It feels like YESYESYESYESFuck Share this post Link to post Share on other sites
symptom 185 Posted December 5, 2013 I JUST WANA KNOW WHEN?!?!?!?!?!?!?!?!?!?! Rocket, please tell us WHEN....lol All this suspense is driving me mad! Share this post Link to post Share on other sites
☣BioHaze☣ 7337 Posted December 5, 2013 Another juicy update from Senor Rocket! Many thanks! I feel like I'm poised to spawn on Chernarus+ any moment! :lol: Share this post Link to post Share on other sites
SJKSJK 225 Posted December 5, 2013 Update appreciated. I think there may still be a shot at 2013 based on absolutely zero hard facts or knowledge of how these things in fact 'work'. Share this post Link to post Share on other sites
rocket 16567 Posted December 5, 2013 Rather than say "it has a shot for a particular date" I hope people are really thinking "it has a shot for a decent state". Because that's what matters most, I think. 10 Share this post Link to post Share on other sites
SJKSJK 225 Posted December 5, 2013 (edited) Rather than say "it has a shot for a particular date" I hope people are really thinking "it has a shot for a decent state". Because that's what matters most, I think.And it rhymes, which matters to me. Edited December 5, 2013 by SJKSJK 2 Share this post Link to post Share on other sites
AnarchyBrownies 1383 Posted December 5, 2013 The list is not long, but sometimes the simplest sounding problems can present the hardest earned solutions I can imagine! Thanks for the reply. Excited for alpha release and being able to reward the team with money. Share this post Link to post Share on other sites
rocket 16567 Posted December 5, 2013 Also, I found out today its not quite as simple as me pushing a button to go live (disappointingly and perhaps naively, I literally had an image of me pushing a button). But there are some parameters to be worked within. 11 Share this post Link to post Share on other sites
BxAnesthetic 7 Posted December 5, 2013 Rather than say "it has a shot for a particular date" I hope people are really thinking "it has a shot for a decent state". Because that's what matters most, I think.I still dont think that those who have been following the game since early enough and actually know what they are getting into will complain whether or not its in a decent state. Of course you will still have the people that complain no matter what state the alpha/beta/release comes out in but theres not much you can do to please them IMO. Share this post Link to post Share on other sites