The death of lag
- Not-Dorsidarf
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The death of lag
kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: ↑Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please.
- Remie Richards
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Re: The death of lag
Dont forget lummox, who gave us the variable necessary to do this decently.
私は完璧
- Ikarrus
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Re: The death of lag
This is what they said when we fixed atmos lag back in our own r4407
Give it a year or so and the lag will be back. It'd not dead, just temporarily inconvenienced.
Give it a year or so and the lag will be back. It'd not dead, just temporarily inconvenienced.
Former Dev/Headmin
Who is this guy?
Who is this guy?
- Steelpoint
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Re: The death of lag
Isn't the problem with lag more that once we finally get it under control, new people come in and shove as much content in that taxes the game to the point where lag becomes a problem again?
I heard someone mention that on IRC/OOC once, or multiple times.
I heard someone mention that on IRC/OOC once, or multiple times.
- Remie Richards
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Re: The death of lag
This isn't /that/ kind of lag fix.
CPU getting to 100% is not a common occurence anymore.
It took:
all turfs being active (atmos processing)
6 singulos
and a bunch of 12,something,something bombs
all of this shit at once, to cause any noticable lag.
this is not something that will degrade as more content is added, provided people actually use the things being added (CHECK_TICK in expensive loops, etc.)
CPU getting to 100% is not a common occurence anymore.
It took:
all turfs being active (atmos processing)
6 singulos
and a bunch of 12,something,something bombs
all of this shit at once, to cause any noticable lag.
this is not something that will degrade as more content is added, provided people actually use the things being added (CHECK_TICK in expensive loops, etc.)
私は完璧
- Venticular
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Re: The death of lag
Holy shit mother of lag fixesRemie Richards wrote:This isn't /that/ kind of lag fix.
CPU getting to 100% is not a common occurence anymore.
It took:
all turfs being active (atmos processing)
6 singulos
and a bunch of 12,something,something bombs
all of this shit at once, to cause any noticable lag.
this is not something that will degrade as more content is added, provided people actually use the things being added (CHECK_TICK in expensive loops, etc.)
Even my dirtOS can run spacemans smoothly now
My characters are Frank Lowe and Mel Cousins. I also play as CORION OS, the AI and Brainstorm the borg.
"I don't fail at much, but caring is one of them" -some guy
I'm actually back now bitches!
"I don't fail at much, but caring is one of them" -some guy
I'm actually back now bitches!
- MMMiracles
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Re: The death of lag
an admin dropped the biggest possible explosion at the bridge and all of us were able to not only follow the the shockwave as it blew apart the station, but talk about it with no delay to the chat.
it was beautiful.
it was beautiful.
Spoiler:
- Venticular
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Re: The death of lag
Before this fix I couldn't even follow where I was going sometimes because of lagMMMiracles wrote:an admin dropped the biggest possible explosion at the bridge and all of us were able to not only follow the the shockwave as it blew apart the station, but talk about it with no delay to the chat.
it was beautiful.
Sometimes my game would freeze and I would kill the client because it was faster than waiting for it to unfreeze
I am so happy now
My characters are Frank Lowe and Mel Cousins. I also play as CORION OS, the AI and Brainstorm the borg.
"I don't fail at much, but caring is one of them" -some guy
I'm actually back now bitches!
"I don't fail at much, but caring is one of them" -some guy
I'm actually back now bitches!
- Shaps-cloud
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Re: The death of lag
We had 8 teslas tearing up the station and shredding blobs at once with 0 lag, not sure if that's related to this but it was great
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
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Re: The death of lag
Okay coderbus you need to stop on a high note lest you ruin this like so many other things
Also this was fixed with just one variable?
Also this was fixed with just one variable?
Last edited by ShadowDimentio on Sun Mar 13, 2016 6:57 pm, edited 1 time in total.
Spoiler:
- Venticular
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Re: The death of lag
wait, so first we had Kor's lava land lag a few days ago
This was caused by ruin lag
Then we have the lag round where time was at 1/3 speed, and also lag ops
Then a few days later we get this lag fix
COINCIDENCE? I THINK NOT
ADMIN AGENDA CONFIRMED
ITS ALL BEEN A LIE
This was caused by ruin lag
Then we have the lag round where time was at 1/3 speed, and also lag ops
Then a few days later we get this lag fix
COINCIDENCE? I THINK NOT
ADMIN AGENDA CONFIRMED
ITS ALL BEEN A LIE
My characters are Frank Lowe and Mel Cousins. I also play as CORION OS, the AI and Brainstorm the borg.
"I don't fail at much, but caring is one of them" -some guy
I'm actually back now bitches!
"I don't fail at much, but caring is one of them" -some guy
I'm actually back now bitches!
- oranges
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Re: The death of lag
It lets us move processing of items across multiple ticks to spread load - the nice thing is it's still usually not noticeable to players that this is occuring.
we just don't want to rely on it too "too" much since it will cause a different kind of lag where large events just take longer to complete
we just don't want to rely on it too "too" much since it will cause a different kind of lag where large events just take longer to complete
- PKPenguin321
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Re: The death of lag
noShadowDimentio wrote:Okay coderbus you need to stop on a high note lest you ruin this like so many other things
Also this was fixed with just one variable?
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- Atlanta-Ned
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Re: The death of lag
Joke's on you the lag's worse than ever.
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OOC: Pizzatiger: God damn Atlanta, how are you so fucking smart and charming. It fucking pisses me off how perfect you are
OOC: Pizzatiger: God damn Atlanta, how are you so fucking smart and charming. It fucking pisses me off how perfect you are
- PKPenguin321
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Re: The death of lag
its not merged yetAtlanta-Ned wrote:Joke's on you the lag's worse than ever.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- MrStonedOne
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Re: The death of lag
its in sybil, test merged.
This fixes cpu lag only, where something taking so long prevents byond from sending out map updates to clients.
This doesn't fix network lag, but that was rarely an issue.
Basically, 510 has a way to see if something is about to overrun a byond tick (the cause of lag) so now we can make subsystems (like atmos) that check for this and say "ok, we are about to cause byond to miss the next tick, lets pause for a tick and resume at the start of next tick"
We can also think ahead with this and track how much of a tick each subsystem uses on avg, and if say only 20% of the tick remains, prioritize running subsystems that won't use more than 20% of a tick on avg. (something the mc has been doing for weeks now).
Full info:
510 has a new var, called world.tick_usage - This tells you how far we are into the current tick (in percents).
So now you can dynamically see what percent of a tick you have left, and just do something like if (world.tick_usage > 85) sleep(world.tick_lag)
(or what ever percentage of buffer you want to have.)
The other thing you can do that we do (The mc has been doing this for about a month) is track the tick_usage of each subsystem (var/tickusage = world.tick_usage, subsystem.run(), subsystem.tickusage = tickusage - world.tick_usage) and only run a subsystem if there is enough time left in the tick. (if (world.tick_usage + subsystem.tickusage < 80) subsystem.run())
This fixes cpu lag only, where something taking so long prevents byond from sending out map updates to clients.
This doesn't fix network lag, but that was rarely an issue.
Basically, 510 has a way to see if something is about to overrun a byond tick (the cause of lag) so now we can make subsystems (like atmos) that check for this and say "ok, we are about to cause byond to miss the next tick, lets pause for a tick and resume at the start of next tick"
We can also think ahead with this and track how much of a tick each subsystem uses on avg, and if say only 20% of the tick remains, prioritize running subsystems that won't use more than 20% of a tick on avg. (something the mc has been doing for weeks now).
Full info:
510 has a new var, called world.tick_usage - This tells you how far we are into the current tick (in percents).
So now you can dynamically see what percent of a tick you have left, and just do something like if (world.tick_usage > 85) sleep(world.tick_lag)
(or what ever percentage of buffer you want to have.)
The other thing you can do that we do (The mc has been doing this for about a month) is track the tick_usage of each subsystem (var/tickusage = world.tick_usage, subsystem.run(), subsystem.tickusage = tickusage - world.tick_usage) and only run a subsystem if there is enough time left in the tick. (if (world.tick_usage + subsystem.tickusage < 80) subsystem.run())
- Grazyn
- Joined: Tue Nov 04, 2014 11:01 am
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Re: The death of lag
crosspost from OOC:
MAKE NUKE ACTUALLY EXPLODE
MAKE NUKE ACTUALLY EXPLODE
- Wyzack
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Re: The death of lag
That would be cool. At the very least mass delete everything on the station z
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- Venticular
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Re: The death of lag
nuke will be a 255/255/255
fridges may protect you from all explosions
prepare setting up the bomb then stuffing all the nuke ops into a fridge
fridges may protect you from all explosions
prepare setting up the bomb then stuffing all the nuke ops into a fridge
My characters are Frank Lowe and Mel Cousins. I also play as CORION OS, the AI and Brainstorm the borg.
"I don't fail at much, but caring is one of them" -some guy
I'm actually back now bitches!
"I don't fail at much, but caring is one of them" -some guy
I'm actually back now bitches!
- MrStonedOne
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Re: The death of lag
Lag is offically dead.
We can work on making the nuke use a real explosion in another pr, i didn't want that to bog down this one.
We can work on making the nuke use a real explosion in another pr, i didn't want that to bog down this one.
- Lumbermancer
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Re: The death of lag
Singulo is surprisingly not laggy. It just pauses for a second now and then to regain its composure, and then continues to eat stuff.
- Archie700
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Re: The death of lag
Observed a meteor round, can confirm that MSO murdered lag and tossed its body to the dogs.MrStonedOne wrote:Lag is offically dead.
We can work on making the nuke use a real explosion in another pr, i didn't want that to bog down this one.
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- MrStonedOne
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Re: The death of lag
I'm trying to find a way to do real nuke explosions that doesn't take forever to process.
I have a few ideas, but they will have to wait for 510 to become stable, as i need to re-write the MC to be a bit more flexible and powerful with how it allocates cpu time
I have a few ideas, but they will have to wait for 510 to become stable, as i need to re-write the MC to be a bit more flexible and powerful with how it allocates cpu time
- Saegrimr
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Re: The death of lag
Goon's got a /proc/creepify_station() that pulls up all the floor tiles and replaces it with the damage sprites, busts machinery shit but doesn't actually destroy any tiles/walls/windows. Might work but kinda lame without actual destroyed tiles.
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- oranges
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Re: The death of lag
In the tests I was doing the major hold for mega bombs was the intial calculations when teh bomb first went off. Once it just started rolling the explosive wave outwards it ticked over fine.
Spiral range ran into proc limits and got backgrounded.
Spiral range ran into proc limits and got backgrounded.
- MrStonedOne
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Re: The death of lag
I have a nice way i could make this work, but the best way also requires making the mc halt all processing except for ticker, and making the tick checker not resumed paused ticks for other shit, to basically give this thing 100% priority.
thats a bit snowflakly and hacky, so i'm gonna make a system genericize that concept, but it might be better to work into my MC rewrite that includes removing dynamic wait and making subsystem flags for things like priority and timing dependence level, and that i have on hold until 509 support is dropped so i can remove dynamic wait entirely.
thats a bit snowflakly and hacky, so i'm gonna make a system genericize that concept, but it might be better to work into my MC rewrite that includes removing dynamic wait and making subsystem flags for things like priority and timing dependence level, and that i have on hold until 509 support is dropped so i can remove dynamic wait entirely.
- oranges
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Re: The death of lag
with some of the stuff I have merged right now we have no 509 support
- MrStonedOne
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Re: The death of lag
I fixed that.oranges wrote:with some of the stuff I have merged right now we have no 509 support
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Re: The death of lag
I grew ten thousand plants and lagged the station to shit lag is still real.
The most excessive signature on /tg/station13.
Still not even at the limit after 8 fucking years.
The evil holoparasite user I can't believe its not DIO and his holoparasite I can't believe its not Skub have been defeated by the Spacedust Crusaders, but what has been taken from the station can never be returned.
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
Still not even at the limit after 8 fucking years.
Spoiler:
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
- MrStonedOne
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Re: The death of lag
What plants, I'll go remove the lag from themcallanrockslol wrote:I grew ten thousand plants and lagged the station to shit lag is still real.
- ShadowDimentio
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Re: The death of lag
All of them.MrStonedOne wrote:What plants, I'll go remove the lag from themcallanrockslol wrote:I grew ten thousand plants and lagged the station to shit lag is still real.
The most excessive signature on /tg/station13.
Still not even at the limit after 8 fucking years.
The evil holoparasite user I can't believe its not DIO and his holoparasite I can't believe its not Skub have been defeated by the Spacedust Crusaders, but what has been taken from the station can never be returned.
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
Still not even at the limit after 8 fucking years.
Spoiler:
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
- MrStonedOne
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Re: The death of lag
I need at least one example.
- PKPenguin321
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Re: The death of lag
i think it's just that he spawned like a billion objects (probably happened during the first few tests of remie's bees, since they were OP and could like quadruple your production). i doubt it's anything specific. it'd be like suddenly spawning 80,000 instances of any other object in the same general area, it will lag no matter what the object is.MrStonedOne wrote:I need at least one example.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
-
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Re: The death of lag
It was actually after the bee nerf.PKPenguin321 wrote:i think it's just that he spawned like a billion objects (probably happened during the first few tests of remie's bees, since they were OP and could like quadruple your production). i doubt it's anything specific. it'd be like suddenly spawning 80,000 instances of any other object in the same general area, it will lag no matter what the object is.MrStonedOne wrote:I need at least one example.
The most excessive signature on /tg/station13.
Still not even at the limit after 8 fucking years.
The evil holoparasite user I can't believe its not DIO and his holoparasite I can't believe its not Skub have been defeated by the Spacedust Crusaders, but what has been taken from the station can never be returned.
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
Still not even at the limit after 8 fucking years.
Spoiler:
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
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