The impact of server performance on player death rate

To exclude or confirm which factor has the greatest impact on the players death rate in the game - I started verify it by changing the graphic settings to the lowest. Strangely enough, the difference was only noticeable during the game with breach + delirium, where previously the game was completely unplayable for me, but after the change it became possible. I also changed my internet connection to a faster one. From 20mbit/sec I went to 200mbit/sec, which, as you can see, is 10x higher.
Apart from that, when it comes to mortality - nothing has changed... or at least nothing has changed compared to the period in which I played.
I noticed that the problem with the increased number of hero deaths translates into hours of play... and so - when playing between the hours of 9AM to 8PM (UTM, UTM+1) - the game's performance drops significantly and the death rate increases. After 8/9PM everything changes in such a way that it turns out that the game jams are caused (mainly) by a larger number of players on the server. But why is it like this if we play solo on maps? After all, it makes no sense if the game server exchanges so much information with our computer that it may cause problems in the game, especially if the comfort of a single player's game is influenced by those who have nothing to do with our game?

Why the game is shareing continously so much (I do not know how much - but it seams that is a lot) data (probobly about other players, which have nothing to do with our one player game) with server within single map instance instead of loading only specific data (strictly only about our instance) from the server only at once on map loading?
Last edited by neosphoros#6716 on Nov 2, 2023, 10:02:51 AM
Last bumped on Dec 11, 2023, 9:23:00 AM
This should be good
I assume you're from Europe giving the shared time and timezone.
It's not a problem with the server but a problem with the terrible connection routing of your Internet providers. Many games suffer with higher ping and connection issues past your mentioned time.
Flames and madness. I'm so glad I didn't miss the fun.
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Pashid wrote:
I assume you're from Europe giving the shared time and timezone.
It's not a problem with the server but a problem with the terrible connection routing of your Internet providers. Many games suffer with higher ping and connection issues past your mentioned time.


Problem is only with POE. There is no other game with problem like this.

And still there is a question - why the game is trying to share so many multiple data in one player instance?
Because most things are handled server-sided as opposed to client-based games you might be playing. PoE has very complex moment to moment gameplay so a stable connection is absolutely necessary to play higher tier content.

As someone who lives in Germany, I share your pain though. I live close to Frankfurt but I still won't touch that server. Not with a 10 foot pole lmao.
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
I use Amsterdam mostly and sometimes Frankfurt.
Ping is about 25 ms most of the time and I have a >300 DSL connection.

I have noticed the same, after midnight or in standard league performance is much better than in league.
Problem started with 3.21.2 so called "Performance Patch".
The adjective "bad" was missing in that name ...
Before that I had (nearly) no problems.

GGG decided to move some calculations from CPU to GPU.
And maybe from server to client too?
That was bad for some/many? players.
I have lost about 50% of my performance.
Means slow gameplay (with many deaths) and forced logouts.

I have 8 GB RAM only. PoE did use about nearly 3 GB but I have some Chrome tabs open for PoE trading and PoE wiki and 1-2 others.
After starting PoE the 1st time I have a disconnect after 1-4 minutes at a 90% chance when chamging area 1st or second time.
I made a bug report a few days after league start, but that ini error is still there.

By the way:
Town loading time depends on the number of other players there.
And probably on number of all their MTX too.
GGG did not listen to reduce or stop that for years!
It's advertizing their MTX.
Very understandable - MTX are their income!


Difficult to say why GGG did not stop that GPU usage or even give us players an option to use old CPU method.
Maybe 2 different options are too much work or their are some money reasons with their servers.
And GGG was (nearly) always keeping their way very strictly - even when it looked bad for a long time.
Last edited by Jerexil#5282 on Nov 2, 2023, 11:38:39 AM
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ArtCrusade wrote:
Because most things are handled server-sided as opposed to client-based games you might be playing. PoE has very complex moment to moment gameplay so a stable connection is absolutely necessary to play higher tier content.

As someone who lives in Germany, I share your pain though. I live close to Frankfurt but I still won't touch that server. Not with a 10 foot pole lmao.


ok, ok... but why the "things are handled server-side" if it simply does not have to? Why the heck - game would want to download/upload more data from/to server than only chat (within continous instance and not by single donwload at map load)? It may lead to some kind of manipulation... becouse simply - why not?

I'm not even seeing other players within my solo gameplay so why would I be affected by others? Why if the server is loaded by too many players - it would may affect on me if there is no connection betwean players that are not related?
Last edited by neosphoros#6716 on Nov 2, 2023, 1:31:49 PM
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neosphoros wrote:
ok, ok... but why the "things are handled server-side" if it simply does not have to? Why the heck - game would want to download/upload more data from/to server than only chat (within continous instance and not by single donwload at map load)? It may lead to some kind of manipulation... becouse simply - why not?

I'm not even seeing other players within my solo gameplay so why would I be affected by others? Why if the server is loaded by too many players - it would may affect on me if there is no connection betwean players that are not related?


It's a question of what makes sense from an architecture point of view. When a game handles things client-sided it means that client's primary role will be displaying the game's graphics and sending user input to the server.

The advantages are plenty: better security (as players cannot easily manipulate the game or cheat) and better control (reduce chance of desynch between clients -> party play).

On the other hand it means higher server requirements and the client will be impacted more heavily by network latency.

If you look at more recently developed games, many of them are hybrids between these two categories, but Path of Exile isn't one of those. :P

Other games you may be referencing may not have such latency issues because they have less complexity and have to do less computing. You'd be surprised how simple some games are on the backend
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
"
ArtCrusade wrote:
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neosphoros wrote:
ok, ok... but why the "things are handled server-side" if it simply does not have to? Why the heck - game would want to download/upload more data from/to server than only chat (within continous instance and not by single donwload at map load)? It may lead to some kind of manipulation... becouse simply - why not?

I'm not even seeing other players within my solo gameplay so why would I be affected by others? Why if the server is loaded by too many players - it would may affect on me if there is no connection betwean players that are not related?


It's a question of what makes sense from an architecture point of view. When a game handles things client-sided it means that client's primary role will be displaying the game's graphics and sending user input to the server.

The advantages are plenty: better security (as players cannot easily manipulate the game or cheat) and better control (reduce chance of desynch between clients -> party play).

On the other hand it means higher server requirements and the client will be impacted more heavily by network latency.

If you look at more recently developed games, many of them are hybrids between these two categories, but Path of Exile isn't one of those. :P

Other games you may be referencing may not have such latency issues because they have less complexity and have to do less computing. You'd be surprised how simple some games are on the backend


As a player you should have no rights to excuse GGG for actions are which affecting players in such way.

... all of these complexity and computing is absolutely not needed on server side if client side can do it much faster (it is not a cloud gaming) morover if server is not fast enough (which is the fact due to the visible problems).
Putting it on the server's shoulders - creates problems such as those described above... and what for? It is not making life easy for players if it may generate higher death rate.
Last edited by neosphoros#6716 on Nov 2, 2023, 4:00:52 PM
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As a player you should have no rights to excuse GGG for actions are which affecting players in such way.

... all of these complexity and computing is absolutely not needed on server side if client side can do it much faster (it is not a cloud gaming) morover if server is not fast enough (which is the fact due to the visible problems).
Putting it on the server's shoulders - creates problems such as those described above... and what for? It is not making life easy for players if it may generate higher death rate.

Its client-server architecture, always had been.
https://en.wikipedia.org/wiki/Client%E2%80%93server_model
GOOD READ: https://www.gabrielgambetta.com/client-server-game-architecture.html
Go, read, learn, then ask questions, because you are doing some strange thesis.
On Probation Any%
Last edited by Dxt44#4050 on Nov 2, 2023, 4:20:20 PM

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