The Weirdest Thing I saw was during an ISA. One of my Teamates was running "Boost Morale" from the Command Spec Tree, I am not sure which version, (1 or 2) but when it procced, it was being applied to mines and Torpedoes.
This was on a Full Torp/Mine Boat, So when I am running Dispersal Pattern Beta, that 12 Mines, and Torp Spread 3, Roughly the same number of Torps, that is a lot of visuals happening. This Trait, appears to share the same Starburst like Level up Animation that we see when we get promoted or reach a new tier in Starship Mastery.
Torps and Mines don't really need a "Short Term Debuff Removal Effect" that the trait grants, since most Torps/Mines Detonate when hit with a Debuff or Control Ability. So this seems superflous and like something that would be slowing down the system. Similar to the re-crystalize buff that bort talked about.
Lag on every ISA, ISN, and CCA I ran. Crashed to desktop on the ISN run after a second of pure freeze, so I'm assuming that it was lag related. Hope whatever data you were collecting helps.
I'm not really sure what to make of that hour of testing.. lag seemed the same. Really low frames in CCA, ISA had the same sluggish power activation and graphics lag, and I was disconnected three times within the hour. The worst I had was trying to get to the ship selector on a deserted ESD and rubber banding all over the place lol
The primary information we were able to glean from this testing event, is that modifying powers on a case-by-case basis is probably not going to get us the performance increase that we're ultimately gunning for. It appears to give us small, incremental improvements. But it's a bit like chipping away at a mountain with a chisel, hoping it will be a flat plain one day. We are, instead, now looking at making some changes to fundamental aspects of the powers system, that could hopefully drop that elevation more significantly.
We did identify performance issues with a few more powers:
Intense Focus (Space Trait)
Positive Feedback Loop (Space Trait)
Intelligence Fleet (Intelligence Captain Spec)
Reroute Reserves to Weapons (Pilot Boff)
... and we've already made adjustments internally that will reduce their performance hits. There are others we're reviewing for additional improvements, as well.
We're still going over other internal reports to verify, but it appears as though the crash fixes contained in the current Tribble build are doing their job. So there's that!
Thank you, to everyone that showed up and helped get us this information. It was immensely helpful, and will hopefully help us make the game even better for all of you.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Based on the results we saw internally from profiling the playtest, we'd expect that the lag would not be noticeably different than on Holodeck.
That said, we got a ton of really good data from this playtest, and even if the play experience wasn't good, the data you guys were able to provide for us is going to help make a much better targeted fix for the lag.
Daniel "FlyingTarg" Razza
Star Trek Online Lead Programmer
Based on the results we saw internally from profiling the playtest, we'd expect that the lag would not be noticeably different than on Holodeck.
That said, we got a ton of really good data from this playtest, and even if the play experience wasn't good, the data you guys were able to provide for us is going to help make a much better targeted fix for the lag.
Actually, I did notice a slight improvement in CCA over Holodeck. Slight, but present.
The primary information we were able to glean from this testing event, is that modifying powers on a case-by-case basis is probably not going to get us the performance increase that we're ultimately gunning for. It appears to give us small, incremental improvements. But it's a bit like chipping away at a mountain with a chisel, hoping it will be a flat plain one day. We are, instead, now looking at making some changes to fundamental aspects of the powers system, that could hopefully drop that elevation more significantly.
We did identify performance issues with a few more powers:
Intense Focus (Space Trait)
Positive Feedback Loop (Space Trait)
Intelligence Fleet (Intelligence Captain Spec)
Reroute Reserves to Weapons (Pilot Boff)
... and we've already made adjustments internally that will reduce their performance hits. There are others we're reviewing for additional improvements, as well.
We're still going over other internal reports to verify, but it appears as though the crash fixes contained in the current Tribble build are doing their job. So there's that!
Thank you, to everyone that showed up and helped get us this information. It was immensely helpful, and will hopefully help us make the game even better for all of you.
Wist I had seen the OP in time to participate since I use a lot of sci powers and doffs. We really need a dev tracker.
The primary information we were able to glean from this testing event, is that modifying powers on a case-by-case basis is probably not going to get us the performance increase that we're ultimately gunning for. It appears to give us small, incremental improvements. But it's a bit like chipping away at a mountain with a chisel, hoping it will be a flat plain one day. We are, instead, now looking at making some changes to fundamental aspects of the powers system, that could hopefully drop that elevation more significantly.
We did identify performance issues with a few more powers:
Intense Focus (Space Trait)
Positive Feedback Loop (Space Trait)
Intelligence Fleet (Intelligence Captain Spec)
Reroute Reserves to Weapons (Pilot Boff)
... and we've already made adjustments internally that will reduce their performance hits. There are others we're reviewing for additional improvements, as well.
We're still going over other internal reports to verify, but it appears as though the crash fixes contained in the current Tribble build are doing their job. So there's that!
Thank you, to everyone that showed up and helped get us this information. It was immensely helpful, and will hopefully help us make the game even better for all of you.
Wist I had seen the OP in time to participate since I use a lot of sci powers and doffs. We really need a dev tracker.
The lag was stil bad.
CCA: some terrible rubberbands, ability missfire (ability like faw going on global cd without effect) and weapons not shooting
ISA: 3/2 Split runs, massive rubberbands, ability missfire, sometimes only one of 8 weapons shooting etc
based on the intel fleet issue: are there any issues with a lot of [pen] weapons at the same time too?
Thanks everyone for helping out! We may have another one of these later in the week. Please send your feedback in this thread:
Did you notice any new issues related to lag or graphics?
Did you notice any improvements related to lag or graphics?
Any information you can provide if you experienced these issues will be helpful such as what kind of powers you frequently use on your ship both passive and active powers.
In one run I was in for ISA I had no lag but someone else did apparently, so no idea what that was about. But for me I had a similar problem to Holodeck, which is that some runs are perfectly fine and others were really bad. A particularly bad one was CCA, which simply on the final stage lagged up so badly I couldn't really do anything, and I made sure I was using the same set up as I do on Holodeck.
Thing is, I also had the misfire bug and intermittent rubber-banding and lag, it's usually that as opposed to consistent lag through out the map, whereas others I know it's the opposite for them. I ran the command tree on a pilot raptor with AP:B, and even before the fixes I had intermittent lag.
I personally think its down to volume of powers active, as the points in CCA which were the most laggy was when most people were fully buffed, at least as far as I could tell.
Ten soldiers wisely led will beat a hundred without a head. - Euripides
I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
Comments
I have not noticed any improvements, either.
This was on a Full Torp/Mine Boat, So when I am running Dispersal Pattern Beta, that 12 Mines, and Torp Spread 3, Roughly the same number of Torps, that is a lot of visuals happening. This Trait, appears to share the same Starburst like Level up Animation that we see when we get promoted or reach a new tier in Starship Mastery.
Torps and Mines don't really need a "Short Term Debuff Removal Effect" that the trait grants, since most Torps/Mines Detonate when hit with a Debuff or Control Ability. So this seems superflous and like something that would be slowing down the system. Similar to the re-crystalize buff that bort talked about.
In case its necessary, here is the build I was running. http://www.stoacademy.com/tools/skillplanner/index.php?build=nanditorp_5153
Character: Torvin@Primar13
but hey who knows... I'm just guessing.
Lag: Had none whatsoever as far as I could tell.
Graphics: I made sure I set everything up the same as I have it on holodeck after my first run. My framerate didn't seem any better or worse.
Nouveau riche LTS member
We did identify performance issues with a few more powers:
... and we've already made adjustments internally that will reduce their performance hits. There are others we're reviewing for additional improvements, as well.
We're still going over other internal reports to verify, but it appears as though the crash fixes contained in the current Tribble build are doing their job. So there's that!
Thank you, to everyone that showed up and helped get us this information. It was immensely helpful, and will hopefully help us make the game even better for all of you.
Cryptic - Lead Systems Designer
"Play smart!"
That said, we got a ton of really good data from this playtest, and even if the play experience wasn't good, the data you guys were able to provide for us is going to help make a much better targeted fix for the lag.
Star Trek Online Lead Programmer
noticed that kemocite still produces alot of fps spikes.
well.... no improvement at all
EDIT: ok devs faster than me :F
Actually, I did notice a slight improvement in CCA over Holodeck. Slight, but present.
Wist I had seen the OP in time to participate since I use a lot of sci powers and doffs. We really need a dev tracker.
yeah it sucks but until then use this:
http://www.arcgames.com/en/forums#/discussion/1197845/unofficial-sto-dev-tracker
CCA: some terrible rubberbands, ability missfire (ability like faw going on global cd without effect) and weapons not shooting
ISA: 3/2 Split runs, massive rubberbands, ability missfire, sometimes only one of 8 weapons shooting etc
based on the intel fleet issue: are there any issues with a lot of [pen] weapons at the same time too?
ingame: @Felisean
In one run I was in for ISA I had no lag but someone else did apparently, so no idea what that was about. But for me I had a similar problem to Holodeck, which is that some runs are perfectly fine and others were really bad. A particularly bad one was CCA, which simply on the final stage lagged up so badly I couldn't really do anything, and I made sure I was using the same set up as I do on Holodeck.
Thing is, I also had the misfire bug and intermittent rubber-banding and lag, it's usually that as opposed to consistent lag through out the map, whereas others I know it's the opposite for them. I ran the command tree on a pilot raptor with AP:B, and even before the fixes I had intermittent lag.
I personally think its down to volume of powers active, as the points in CCA which were the most laggy was when most people were fully buffed, at least as far as I could tell.
ISA and ISN seemed slightly better than on holodeck but there was still rubberbanding, misfiring and general laggyness.