Originally posted by CadRipper
- information fetching from the harddisk : choppy, you move smoothly then it stops for 1/10\" or so, then goes on etc... It happens typically in the cellar (you\'ll see it when you will be more familiar with PS). It is due to many information messages coming from the server at the same time, that makes the program fetch additional info on the disk;
Sorry Vengeance, as usual, I expressed myself quite badly :rolleyes:
Of course, the first time you look around at a new place, this is choppy because of the textures being uploaded to the graphic card (and maybe from the disk ?). I\'ve said that in another thread but I didn\'t here.
What I was talking about is the choppy effect you get even after being online for some time. For instance, the famous cellar. You can go in and out as many times as you wish, this is choppy
everytime. It makes it very hard to control the character.
What makes me talk about the messages coming from the server is
the following test (the idea came to me simply because I noticed HD activity corresponding to this effect and I was trying to pin it down).
I will call
#2 the choppy effect I\'ve just talked about and
#3 the freeze that can last up to several minutes, to keep the same references as in my second post in this thread.
In some tests, I have disabled, in
void psCelClient::HandleMessage(MsgEntry* me) (client/pscelclient.cpp),
the case that handled the CELPERSISTCMD_SEND_ENTITY message. Obviously, it is needed to update the table of the entities in the CEL layer (and the proximityList ?).
The test, done between 20:49:40 and 21:04:27 (GMT+1), went as follow. I had to log off and on again between each test :
1) 20:49:40, code not disabled : I have experienced #2 in the cellar (confirmed by other players - this one is quite constant) and #3 on the main place with the statue. I was lucky to find this one just then.
2) 20:54:35, code disabled, #3 still there,
BUT as soon as I entered the temple and went out (as all the entities were gone from the CEL layer I think ?), I didn\'t feel this \"horrible\" effect at all, though people were complaining a lot about the lag (talking about taking refuge into the temple 8o ). No more #2 when going down and up via the cellar several times.
3) 21:01:30, code enabled, same experience as 2), but I kept feeling the lag when going out of the temple.
4) 21:04:27, code disabled again, same experience as 2), lag when I first spawned on the plaza, a penible crawl to the temple and then coming back. Then everything was smooth !
#3 being \"cancelled\" (if it\'s actually the case) is quite unexpected, I was only after #2.
Maybe I was just lucky, even after repeating this 2 times with both settings. I don\'t pretend to know this part of the code, far from it. I just hope those facts might be of some interest...
PS: I would leave this part of the code deactivated, but unfortunately it\'s not possible to see anyone then

So between the two, I choose the lag.