Tree of Savior Forum

I checked my GPU load during terrible city framerate loss. Here's what I discovered

Umā€¦ I got the opposite effect.

Spamming weapon swap or armor swap causes CPU load to decrease! Also causes your FPS to drop.

thatā€™sā€¦ strange, because it would make more sense when we assume the cause is some network waiting.
But when i recorded it clearly when up from 5-10% to 20% and back down when i stopped.

So maybe there are multiple culprits cause bad framerates all over the game?

Well first offā€¦ are you sure that the increase isnā€™t due to the program recording the video? Or some other application youā€™re running?

Yeah pretty much, because that should show on that program on the taskmanager, not on Client_tos.exe.

Only things could be the addons, like exp viewer. But i kinda doubt that.
Iā€™m also using the -dx11 command, and already disabled pretty much everything suggested in some other performance gaining thread.
But I also had this issue before i changed those things.

I start wanting to look at the source code and figure out whatā€™s wrong more and moreā€¦ :grin:

inb4 spaghetti code and you canā€™t understand anything; the devs canā€™t either

Edit:
Weā€™re in Orsha CH14, Klaipeda server, by the TP Trader right now, in case anyone wants to help with some testing on a controlled environment.

That thought actually made me laugh :laughing:

Btw. for network latency info:
Iā€™m Playing on Orsha, connecting from germany.
ping is about 0.1s - 0.2s (//ping ingame command)

Thatā€™s 0.1 ~ 0.2 SECONDS.

Just for reference.

*fixed my post
yeah of courseā€¦ ms would be very impressive for that!

Itā€™s 5 am here, so bear with me :wink:

Testing progress:

  • Chat spam lags, regardless of chat bubbles on or the chat window being displayed. Length of messages directly affect how hard the fps drops are.

  • Players degrade performance. I was getting 45fps by the TP Trader (with 6 other onscreen players); moving southwest to where there isnā€™t a single NPC (and one other player) instantly put me back to 60fps.

  • @chronosanct spammed some Dievdirbys skills (the ones that have some field effects), overlapping a lot of them didnā€™t drop my fps even a bit.

  • Spamming poses doesnā€™t affect FPS either.

1 Like

@Staff_Julie

Yeah I would suggest at least a half second chat timeout period (for even normal chat). Because you can spam long strings HARD and really tank FPS of other people nearby currentlyā€¦

I can confirm this. It does happens with me. If I stay too long in a map, like grinding, the weapon switching for Concentrated Shot tooks too long and sometimes I canā€™t even see anything of the skill until it finishes.

Also, dunno if itā€™s related. The FPS starts dropping even more if I have 30% or less durability on the items.

I get like 14 fps in a townā€¦ and in a non crowded map, obo 30 fps (i7 4702HQ, gtx 765m, 8gb DDR 3 ram).

Or a 140 byte limit on messages. If itā€™s fine for Twitter, itā€™s fine for your everyday in-game conversation.

That and I find half second too little; Iā€™d say at least 2 seconds because thatā€™s as fast as one will type a message, and those who use the Enter key as punctuation will have to learn to type correctly.

Iā€™m not talking about graphical processing.

Iā€™m talking about damage computation (skill damage + stat + eq + whatever - monster resist - monster defense - monster whatever)

Itā€™s like throwing an ajax request and your application just sits in loading state.
Itā€™s like on the server side, they make monster db queries, item db queries, skill db queries -> perform computations -> return data to client. Hence why a character just freezes itā€™s skill/attack animation -> sometimes i can cancel it like the request was a lost packet.

Iā€™m a web programmer and I know a little bit about client-side(browser) vs serve-side(server) computation and how to optimize these.

And it depends mainly on a use case such as ā€œskillsā€ or ā€œattacksā€, etc. Whether to partially doing client-side computation, client side caching, etc.

You can cache and float data in memory so client makes less server processing. I opened a topic regarding this and ā€œlock stepā€ theories.

Graphical processing is OBVIOUSLY not server-sided; that would be impractical, and no one would have enough bandwidth to play the game.

Damage computation is really, REALLY light on the server, and something like a Core2Quad Q9550 should be able to handle it for tens of thousands of players.

And again, they use AWS. Their server platform is really flexible, and if IMC was having any server bottlenecks, they probably would already have provisioned better servers as the performance issues would be a lot more severe than they are right now, and having an overloaded CPU can cause some verification routines not to run, making item duping possible in some cases etcā€¦

Did you read the part with the potential db queries they are making thatā€™s causing these delays?

On top of that, Iā€™ve experience rubberbanding.

Non of which I experience while playing Diablo3 on NA. My point is, there is room for optimization server-side, and not just client-side.

DB queries would be an issue for storage read speedsā€¦

ā€¦ if AWS didnā€™t have their whole storage off PCIe SSDs, right?

Very few of the issues weā€™re experiencing right now would be solved with server-side optimization, and the skill example you used is usually caused by actual packet loss (feel free to Wireshark the game and see if the TCP ACK packet ever arrives).

By the way, Blizzard is a company thatā€™s considerably larger than IMC, with more money to invest in servers, and, guess what!? A smaller playerbase! (at least on your D3 example; WoW clearly has more players than ToS does)

Smaller? Regardless of when, hereā€™s how to fact check.

TOS is at 22,401 (I checked on steam stats).

I honestly donā€™t know what youā€™re trying to argueā€¦ All Iā€™m saying is that ON TOP OF the graphical client side optimizations that needs to be done, they also need to fix their server side computing.

But true, majority of the issues are client side. Second would be their business decisions. Third would be server side optimization.

All Iā€™m saying is, there ARE server side issues. Iā€™m not saying there are more compared to client side. I get your point - finally lol. But donā€™t make up statistics about playerbase. lol

Thatā€™s three years old data; when the game was at its peak. Itā€™s pretty much dead right now (and it counts all regions! The game is the most popular at Asia, and weā€™re talking about the NA server, right?)

Besides, youā€™re comparing unique daily player metrics with simultaneous player metrics, which are largely different.

I still think it might be a memory leak, knowing that it has a long term effect.