Well, it's pretty much what it says in the title. I looked through the FAQ but couldn't really find anything.
I'm looking over the pledges and then got to thinking, will I actually be able to play without major latency issues?
Now I've done this before (I've spent 1.5 years in China playing on a WoW EU server), but I fear if I had to jump into the testing phase with 600+ latency or whatever, it would skew my perception of the game quite a bit.
So where would there be servers available during the testing phases?
DracoKalen said:As VR is located in Carlsbad California I think it's fair to say that's where the test servers are.
I believe they have stated their servers are cloud hosted (or maybe they said they will be). If they are cloud hosted, they could be anywhere. They would likely choose a geographic region that would suit most of their testers best, though.
kelenin said:DracoKalen said:As VR is located in Carlsbad California I think it's fair to say that's where the test servers are.
I believe they have stated their servers are cloud hosted (or maybe they said they will be). If they are cloud hosted, they could be anywhere. They would likely choose a geographic region that would suit most of their testers best, though.
Certainly makes a lot of sense, but as I've not seen a breakdown of where said majority of testers would be located and the company being US based it's hard for me not to be somewhat worried I'll be negatively impacted with regards to testing the game due to the fact I'm located in Scandinavia and the likely possibility servers will be based from the US.
Zaiven said:kelenin said:DracoKalen said:As VR is located in Carlsbad California I think it's fair to say that's where the test servers are.
I believe they have stated their servers are cloud hosted (or maybe they said they will be). If they are cloud hosted, they could be anywhere. They would likely choose a geographic region that would suit most of their testers best, though.
Certainly makes a lot of sense, but as I've not seen a breakdown of where said majority of testers would be located and the company being US based it's hard for me not to be somewhat worried I'll be negatively impacted with regards to testing the game due to the fact I'm located in Scandinavia and the likely possibility servers will be based from the US.
Kelenin is correct - their servers are cloud based and it's very quick and easy to set up a server anywhere they want in the world. The company's HQ is technically located in the US, but they have a lot of devs that work remotely literally all over the world as well... Canada, Europe, Australia, etc. They report that they are able to play together with very minimal lag. See this clip: https://www.youtube.com/watch?v=a_dAxTmBRyY&feature=youtu.be&t=2527
Currently Orlando to Denver is about 40ms of latency. So, if you're in North America, and the servers are, you should be fine. Provided your net neutral ISPs aren't throttling new/unknown/encrypted traffic. :) (of course they are!)
But I suspect it will be more than 80ms RTT, during testing, given history.
Thanks Bazgrim,
Appreciate the link and video. I had missed that.
But as someone whose worked telecom data as well as some AWS and currently plays games online with servers in Singapore and Australia I have to wonder about the statement on ping times. I have a high speed connection through fiber and from the Philadelphia area if I get sent to an AUS or SIN server ping times are around 300ms RTD. That isn't enough to ruin my gaming experience per se, but it does affect how I play the game and lowers my expectations as to quality of game play. And while you can spin up an instance of the game in AUS, that would greatly help the folks in the pacific region but anyone from the US or EU are still going to be victims of the long haul sea cable delay.
And as I said above my provider uses a lot of fiber which really helps minimize my RTD there are other providers still using good old fashion copper which increases the RTD. Add to that I'm not knowledgeable as to the telecom infrastructure in China so I can't speak to it's efficiency. But if the OP is seeing really bad RTD in other games I'm certain he will see the same issues with this game. I mean short of VR spinning up game instances in Hong Kong or Singapore for testing.
If it is that cheap and easy to set up a server anywhere, one thing they *could* test in one of the testing phases is having a North American server, a European server and an Oceanic server to see how the lag is for people in one part of the world playing on a server located in the other parts. Needless to say this would only be something they would do if they thought there might possibly be an issue. Most likely they wouldn't have multiple servers in alpha but if the alpha servers were in the U.S. and people in other parts of the world reported problems they could do this in beta. Pure speculation - we all have far too much time for that these days (other than those in pre-alpha at the times that is active).
dorotea said:If it is that cheap and easy to set up a server anywhere, one thing they *could* test in one of the testing phases is having a North American server, a European server and an Oceanic server to see how the lag is for people in one part of the world playing on a server located in the other parts. Needless to say this would only be something they would do if they thought there might possibly be an issue. Most likely they wouldn't have multiple servers in alpha but if the alpha servers were in the U.S. and people in other parts of the world reported problems they could do this in beta. Pure speculation - we all have far too much time for that these days (other than those in pre-alpha at the times that is active).
You're right. Alpha and Beta are exactly when they plan to really investigate this sort of thing... to determine where in the world their audience is, how many people there will be playing at various times, and therefore how to optimize the amounts and locations of their servers. I think they will start the early phases of this in Alpha since there will be thousands of testers, but yes it will almost certainly continue to be ramped up into Beta. So I wouldn't expect it to be perfect for everybody at first as it will take some degree of experimentation. But of course they're going to try to reach as much of their playerbase as they can.
dorotea said:If it is that cheap and easy to set up a server anywhere, one thing they *could* test in one of the testing phases is having a North American server, a European server and an Oceanic server to see how the lag is for people in one part of the world playing on a server located in the other parts. Needless to say this would only be something they would do if they thought there might possibly be an issue. Most likely they wouldn't have multiple servers in alpha but if the alpha servers were in the U.S. and people in other parts of the world reported problems they could do this in beta. Pure speculation - we all have far too much time for that these days (other than those in pre-alpha at the times that is active).
Right now, they've said that none of their people are experiencing bad lag-times to the one set of test servers that they have, and have both testers and devs from all around the world. How that will translate to "go-live" nobody knows yet.
As discussed here, much depends on how they're going to handle each connection (regardless of server location / latency / etc).
" The problem is that you test it sending packets from 1 client. If you try 100 clients and 1 thread you'll notice that some clients experience a heavy delay cause one thread is waiting for whole 2000 packets to be processed "
Blocking I/O with one thread per connection? Or use what's built in and feed the lag monster. :) Only Joppa knows for sure.
vjek said:As discussed here, much depends on how they're going to handle each connection (regardless of server location / latency / etc).
" The problem is that you test it sending packets from 1 client. If you try 100 clients and 1 thread you'll notice that some clients experience a heavy delay cause one thread is waiting for whole 2000 packets to be processed "
Blocking I/O with one thread per connection? Or use what's built in and feed the lag monster. :) Only Joppa knows for sure.
I am *HOPING*, and I have no reason to believe that they don't have onee on staff, that they have someone that specializes in high-concurrency high-rate data flow. It can be a tricky beast to tune correctly.