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Lag Solution


Rem

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Well we seem to have found a consistent lag fix on accident, if someone drops before the game starts in the loading screen the game is lag free, I've tested about 2 dozen games this way and hear from others doing the same thing that it works. So my thought is could you for a temporary fix script something to kick a random player before game start?

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Or you can have me be an altruistic selfless idiot: I volunteer myself (after I get off of work) to continually join public custom AoS games, disconnect during the loading screen so everyone else can play AoS, and then repeat after I log back onto SCII. Now THAT's a real bug fix, but only if you tell me thank you.

 

 

 

Also another fix is to currently disable 5v5s for AoS, and maybe just have little 3v3 games.

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Funny thing is now that I think about it, in the couple of games where there was no lag this is exactly what happened. Have not played more than a handful of games in the last couple weeks though so I would have to test it with some people myself before I believed this worked for sure.

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I don't have a Blizzard forum account, but I confirmed this works with some random pubbies just a few minutes ago. Basically, I joined a game and when it loaded I force quit the game (i.e. brought up task manager and ended task/program). I then messaged one of the players who lags all the time at about the 15 minute mark and 25 minutes into the game he said there was zero lag.

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This is not always true,....

Lag still comes up in late game sometimes even if you have someone drop at start

 

Less players does tend to cause less lag because there are less triggers firing at once, but that doesnt really make for a viable solution.

 

I had to quit a 2v4 game yesterday soely bc lag was too bad to move, game started with 1 player dropping, and then there were RQs on both sides as the game progressed.

I have seen other games lag where 1 player dropped at start.

 

(I will agree that lag does tend to come up less when ppl drop though, although I have no clue why the same doesn't seem to apply for RQs)

 

would much rather blizz spends their time looking into other options, like how many people have reported that SC2 NA tends to run on 1 core even though they have dual/quad machines, or how theres no framerate cap anymore so GPUS could be overheating and pushing things off to the CPUS. Or even that their diagnostic tools that run in the background of games could be part of the problem. There has to be a reason that its different between EU and NA, and I'm pretty sure its not that EU is dropping ppl every game :P

 

EDIT:

personally ive noticed lag kicks in more based on the items ppl pick and shows up pretty regularly when creeps are at max spread and people have lots of effects that proc on hit and are near the attack speed cap. ( lots of crits, leech, COA etc) I theorize from this that the lag is cause by lots of triggers firing at the same time, and lots of effects being animated at once.

 

They did a lot of stuff in the recent patches to change triggers and fix triggers that didnt used to work, so its possible more triggers are firing now than used to.

 

If the single core rumor is proven to be true, it would explain why ppls systems tank, no single core can handle that many simultaneous triggers and effects.

It would also help to explain why ppl who used to play on ultra now lag on low settings

 

Also might explain why certain chars seem to cause more lag than others (not all chars have the same speed cap, and not all of them build for stacking effects on AA)

 

Its just a thought.

 

As for why ppl dropping at the start of a game vs RQing partway through would make a difference in lag...I got nothing...

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This wasnt a blizzard fix, this was a map maker temporary fix, as for the lag I've personally done dozens of tests and others who have also done so have had 0 cases with the lag weve been getting, this doesnt mean end game doesnt lag like normal, or that there arent the occasional laggy players ofc

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There is something else that could possibly help a little but its a bit of a longshot...

 

There is a custom map that for the main game that procs every single unit and building animation(skills, destruction, build, etc) so that its stored on your local machine, and it seems to help reduce lag in normal games if you run it after login (still not entirely sure if its a coincidence or not, or if its actually doing what it claims, but its pretty highly rated bc of it and it only takes a minute or 2 to run).

 

Since much of the game content is streaming now, it would make a little sense that some files in custom games are loaded and cached as you play if they are not perma kept on your pc (which I haven't taken the time to confirm or deny).

 

If this were the case and some of the content from AoS is stream based, it could be useful to make a map that procs every single chars skills and every single item effect to store any related files that are streamed in the game cache.

 

So yeah, very random thought that may or may not lead anywhere but could be worth exploring if someone has some extra time and really hates this lag...See what all streams during a game of AoS (if anything), and whether we can cache anything locally to boost performance.

 

I don't actually have much knowledge on how Blizzard re-architected the game when they switched over to streaming content, but I found it interesting that someone made a map for that for the regular matches, so I thought I'd bring it up to see if an AoS version of it would help reduce the lag at all.

 

As I said before, Im pretty sure most of the lag stems from lots of triggers and events firing at once, and I don't think that something like this would affect that much.

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This wasnt a blizzard fix, this was a map maker temporary fix, as for the lag I've personally done dozens of tests and others who have also done so have had 0 cases with the lag weve been getting, this doesnt mean end game doesnt lag like normal, or that there arent the occasional laggy players ofc

 

Haha welp if it works I'll take it

I never see lag till late game so I really wouldn't notice the difference I guess.

Kudos for finding a workaround of sorts...

 

Would we get the same effect by just limiting games to 4v4?

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This is not always true,....

Lag still comes up in late game sometimes even if you have someone drop at start

 

Less players does tend to cause less lag because there are less triggers firing at once, but that doesnt really make for a viable solution.

 

The person dropping is obviously doing it wrong. The drop has to be during the load screen. If you're playing in pubs there is a higher chance that the person dropping is not doing it properly. For inhouses, I played 3+ games (100% of games played) that the inhouses would be close to an hour, but still not have lag at all. I maintained the same increase of 40 FPS (up from 60 FPS to 100 FPS now!!!!!!) throughout the course of the game. Maybe you should get on mumble and play with an inhouse where people volunteer to drop ^_^

 

ITS CONFIIIRMED. someone dropping during loading crashes the tracking program blizzard uses, which basically eliminates all lag and makes the game run smoother then ever.

 

And there is your answer to the lag and why it fixes. Btw Whales you should probably make a thread about this :)

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