FFCA Lag Reduction Announcement

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FFCA Lag Reduction Announcement

Post by Hazarath on Wed Nov 03, 2010 8:15 pm

Slow week.

How about we all pitch in and write part of it? Surprised

7 parts total:
1 part at the beginning for a simple introduction and announce what we are doing
5 parts;1 for each individual lag suggestion(see latency issues subforum for info).
1 part at the end to summarize what this will do for everyone overall. Make sure to emphasize on how this would help everyone and if they sign up for FFCA, the more likely it is that these suggestions will be a success.

Then we'll have someone put it all together and make it into one neat package...


I'll start us off with the game development blog section. Remember that this is only 1/7 of what the entire thing is:


How many of you here are pissed about Nexon saying one thing, then after a few months, nothing happens? How many of you hate how their words bring no action? How many of you have tried to petition for them to listen to the players or tell us what exactly they are doing to help prevent hacking/lag and evidently failed, BECAUSE Nexon never paid attention? Well gents and ladies, we have a perfect solution: A game development blog.
(tbh, I think I wrote a bit too much... maybe part of this could be edited out into the introduction section or the closing paragraph(s).)

It SHOULD be done in a similar style like:
http://deadfrontierdev.blogspot.com/

OR


  • 9:00 AM: Office beer pong (job is stressful, k?)
  • 10:00 AM: Randy-banning party!
  • 11:00 AM: moar Beer pong
  • 12:00 AM: Ticket system duties
  • 12:01 AM: Lunch!
  • 4:00 PM: pop Go-karts!
  • 6:00 PM: Why are we here we should go home lols!


This way, not only can Nexon monitor their own development team, we can also see if they're just screwing around or actually working on the game.

Now this doesn't have to be an entirely new website or section on the website, we're content if it was just a stickied topic that gets constantly updated. They don't have to be super-specific about what they're doing, because that might leak info for hackers to abuse or kills the surprise for the new patch(like if they were to have announced "we're working on the M1866", that would've been too much. They could say: "Developing a new primary weapon.."). As for frequency of updates, I honestly don't expect it to be updated daily. Busy people don't really have that kind of time. Twice a week should be a fair request.

This helps us to see if they are ACTUALLY working on the game re-pack XanVu suggested or not, whether they actually do what Kalika promised Nexon to do, and much more. So as you can see, this will aid us in not just helping prevent more lag by seeing if they tell the truth, but ANYTHING we or you try to push for in the future.

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Re: FFCA Lag Reduction Announcement

Post by mrfarhan on Thu Nov 04, 2010 2:41 am

Busy week.
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Re: FFCA Lag Reduction Announcement

Post by Hazarath on Thu Nov 04, 2010 1:41 pm

C'mon guys :/

Perhaps we should temporarily have senators and representatives pool responsibilities among other changes...

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Re: FFCA Lag Reduction Announcement

Post by Zirrick on Thu Nov 04, 2010 4:20 pm

yup, mid-terms.

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Re: FFCA Lag Reduction Announcement

Post by Hazarath on Thu Nov 04, 2010 6:02 pm

Sadface.

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Re: FFCA Lag Reduction Announcement

Post by THATSghetto on Sun Nov 07, 2010 9:01 am

If you want, you can moniter the CA files yourself. There have been a lot of maintenance patches, and I assume a lot are for the repack. Here's what xanvu had found when he suggested the repack:

WORLDS.rez == 537 MB

TEXTURES.rez == 241 MB

UI_SCR_ItemImg_Large.rez == 372 MB

UI_HUD_Radar.rez == 109 MB

UI_HUD_LargeMap.rez == 146 MB

UI_SCR_Loading.rez == 135 MB

// worlds + textures == 778 MB

// 4 largest of the UI put together == 762 MB

If the files are smaller now, it means nexon is making progress.
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Re: FFCA Lag Reduction Announcement

Post by 3rdsolider on Sun Nov 07, 2010 12:02 pm

Very Happy

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Re: FFCA Lag Reduction Announcement

Post by mrfarhan on Mon Nov 08, 2010 2:48 am

It's gotten bigger bro.
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Re: FFCA Lag Reduction Announcement

Post by 3rdsolider on Mon Nov 08, 2010 9:54 pm

THATSghetto wrote:

If the files are smaller now, it means nexon is making progress.

Oh.... I thought this meant they ARE making progress...as in now.... *disappointment*

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Re: FFCA Lag Reduction Announcement

Post by mrfarhan on Tue Nov 09, 2010 4:50 am

I checked World.Rez, and the file increase by 100+mb I think.

The repack isn't going to make the CA folder that much smaller. They're just going to do weeding out of old useless things like the previous UIs and Lobby Menus.

Tbh, I don't see how making the CA file smaller will reduce lag lol.
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Re: FFCA Lag Reduction Announcement

Post by Klypto on Tue Nov 09, 2010 5:26 pm

mrfarhan wrote:I checked World.Rez, and the file increase by 100+mb I think.

The repack isn't going to make the CA folder that much smaller. They're just going to do weeding out of old useless things like the previous UIs and Lobby Menus.

Tbh, I don't see how making the CA file smaller will reduce lag lol.

Repacking the game won't, it will just make load times a bit faster.
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Re: FFCA Lag Reduction Announcement

Post by 3rdsolider on Tue Nov 09, 2010 8:34 pm

WHAT D:

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Re: FFCA Lag Reduction Announcement

Post by mrfarhan on Tue Nov 09, 2010 9:13 pm

That's what I thought.

I load real quick already.

F..k , we need to start explaining what Multi-threading is to the community, and why Nexon should do it.

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Re: FFCA Lag Reduction Announcement

Post by Zirrick on Wed Nov 10, 2010 2:57 am

well, multi-threading itslef is great.
But.
The current jupiter EX engine can't be configured to run on multiple cores, it was built for single cores.
Nexon...doesn't have programers that can do squat...and they'd most likely invest in a new engine...with a much more expensive license...not to mention they have to re-do the rez files to work with the new engine as well.
Also...the way combat arms plays would forever be changed...all the game mechanics would be different.

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Re: FFCA Lag Reduction Announcement

Post by mrfarhan on Wed Nov 10, 2010 5:49 am

Lmao, and you kept quiet all this while.
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Re: FFCA Lag Reduction Announcement

Post by Klypto on Wed Nov 10, 2010 1:53 pm

Unfortunately, if the Engine does not support multi-threading, it's going to be a major bottleneck, especially for a game that is constantly being changed+tweaked.


If the were to have their code reviewed for suggestions on how to maximize efficiency, I'm sure they would find something.


Also, I do think they need to revise their code for server/client communication, or allow for a slight increase in bandwidth per client. It just doesn't seem to cut it well on the east coast like it use to. That or the server's processing power is now rendered as "sub-par" due to the game having more stuff going on.

I've pretty much taken it that they have poured content in this game without ever increasing any of the requirements to match, both client and server side. If you look at the system requirements on the site, it would be difficult to take it as anything other than a complete joke.
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Re: FFCA Lag Reduction Announcement

Post by Zirrick on Wed Nov 10, 2010 2:13 pm

mrfarhan wrote:Lmao, and you kept quiet all this while.
Zirrick wrote:yup, mid-terms.

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Re: FFCA Lag Reduction Announcement

Post by (MI6) lolpierandom on Tue Nov 16, 2010 6:39 am

Well, considering we give nexon the money, we could always try to get a new engine. The problem with that is that new engine = new game, more or less. It wouldn't be the same ol' combat arms.

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Re: FFCA Lag Reduction Announcement

Post by AppleJax on Thu Nov 18, 2010 11:22 pm

Klypto wrote:

Repacking the game won't, it will just make load times a bit faster.
Spot on. I already load in less than 30 seconds, it used to be 5 seconds. Still good enough for me.


I know that CoD and BF:BC2 have little programs that create temporary paths to each folder. Instead of searching through the whole CoD folder, it will go to a certain section, depending on what is happening each time. I do not know if Nexon does this, or if it would be possible, seeing as how unique this FPS is.
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Re: FFCA Lag Reduction Announcement

Post by mrfarhan on Fri Nov 19, 2010 12:42 am

What causes mines/medkits to lag in CA?

It's real irritating.
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Re: FFCA Lag Reduction Announcement

Post by (MI6) lolpierandom on Fri Nov 19, 2010 6:47 am

mrfarhan wrote:What causes mines/medkits to lag in CA?

It's real irritating.

Probably the numbers they are spammed in.

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Re: FFCA Lag Reduction Announcement

Post by AppleJax on Fri Nov 19, 2010 8:20 pm

Personally, mines and med kits don't lag me at all. Med-kits lag a little bit when they're exploded, but nothing otherwise. I don't exactly have the best specs either, and I'll play around 40 fps.

EDIT: I have a NVIDIA card... I'm wondering if it's to do with that.


Last edited by AppleJax on Fri Nov 19, 2010 8:21 pm; edited 1 time in total (Reason for editing : Addition made)
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Re: FFCA Lag Reduction Announcement

Post by mrfarhan on Fri Nov 26, 2010 5:45 am

I have an Nvidia card too.
I play with better fps than 40, but when they plant mines, it drops to 30-40 ish. Which screws my aiming, since my mouse sens is real low.
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Re: FFCA Lag Reduction Announcement

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