Why Does Fw Maps Take Forever To Load..
#1
Posted 18 July 2017 - 05:59 AM
Why is it that FW map is such a pile of garbage loading.. Why dont you actually do any precaching and loading while we sit there for 5-10 mins at the selection screen? by the time the timer for selection is done it should be an instant switch to the map..
only in FW...
#2
Posted 18 July 2017 - 07:03 AM
Although I'm running i7 with 16Gb ram.. But there was no difference in speed when i had i5 with 8Gb, only in fps while dropped..
Edited by Ssamout, 18 July 2017 - 07:03 AM.
#3
Posted 18 July 2017 - 12:00 PM
Seems either there might be a memory leak or 8GB of RAM is barely not enough sometimes..
It would take soo long to load I would be like 1 min late to the match when this happened.
Not sure what it really is but it existed over a year ago.
If its happening ALL the time it might be some other problem.
Edited by Kin3ticX, 18 July 2017 - 12:02 PM.
#4
Posted 18 July 2017 - 06:27 PM
Edited by Carl Vickers, 18 July 2017 - 06:32 PM.
#5
Posted 18 July 2017 - 06:45 PM
#6
Posted 19 July 2017 - 02:05 AM
vandalhooch, on 18 July 2017 - 06:45 PM, said:
and they couldnt find a way to do that in the 5-10 mins u sit at a dropdeck selection screen.. maybe they need to cut the selection time down and the increase prematch drop wait up..
#7
Posted 19 July 2017 - 05:59 AM
Only way I got around it was system upgrades, starting with RAM - 8 gig is fine for QP, but not sufficient for CW.
#8
Posted 19 July 2017 - 09:32 PM
JadePanther, on 19 July 2017 - 02:05 AM, said:
and they couldnt find a way to do that in the 5-10 mins u sit at a dropdeck selection screen.. maybe they need to cut the selection time down and the increase prematch drop wait up..
How could they load your opponents' mech info when you don't even have opponents yet?
#9
Posted 19 July 2017 - 11:52 PM
#10
Posted 20 July 2017 - 08:07 AM
vandalhooch, on 19 July 2017 - 09:32 PM, said:
How could they load your opponents' mech info when you don't even have opponents yet?
Are you confusing the dropdeck selection screen for a queue? If they follow any kind of standard MM process u sit in queue until the MM has filled teams for a game.. it then advances you to pregame stages.. The dropdeck selection would constitute a pregame stage where a team has been formed and is doing preplanning.. At this point there should be an enemy team doing the same..
Doctor Dinosaur, on 19 July 2017 - 11:52 PM, said:
from word of mouth and experience bad things can happen with the repair tool. I try to avoid it if possible..
#11
Posted 20 July 2017 - 03:51 PM
JadePanther, on 20 July 2017 - 08:07 AM, said:
Are you confusing the dropdeck selection screen for a queue? If they follow any kind of standard MM process u sit in queue until the MM has filled teams for a game..
And until both teams are filled, there is no point loading the map (and all mechs) because you or the other players could drop out at any instant and/or a new full 12-man could come along and slide into the match. I don't think you understand how Faction Play is different from Quick Play.
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Not necessarily. Do you even know what a ghost drop is?
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#12
Posted 22 July 2017 - 05:43 PM
Essentially, think of it like this: Every mech potentially on the field has to have its info loaded... and reported back to everyone else. This means 24 people (12 on each side) with 4 mechs each. This means lots of data has to uploaded to the server AND then sent back to you (for consistency, not necessarily to prevent hacking and/or other stuff).
Whether it is efficient or not is another matter (I'm sure there are better/smarter algorithms that can be implemented than what PGI is doing) as that is what you're arguing about. That would actually require PGI to look into improving/optimizing that code.
There's something kinda wrong when even reconnecting attempts take so damn long in a CW/FP match as there shouldn't need the same-ish length of time to redownloading/reuploading stuff (outside of the exception that you never made it in the first place).
#13
Posted 25 July 2017 - 12:00 AM
Which, over time and iterations, results in more and more bloated compiles with more and more unused code. Which requires more space, memory, chugging through.... particularly as quick and dirty doesn't always do as thorough of a job as it needs to (increased instances of falling through maps? remember when that started?).
after a while, those things you band aided become difficult to find, let alone remove and repair. So ballooning, more bugs, more loading, more nonsense. Less and less optimal. Worse performance.
Yeah, ductaping a fender back onto a car works. Do it so much that your front and sides are covered in an inch of duct tape and you are going to find that your car gets worse mileage, drifts instead of going straight, and vibrates dangerously at high speeds (and those high speeds will be lower than what you managed before).
#14
Posted 25 July 2017 - 01:08 AM
I also notice that QP and GQ matches on the NA server take longer to load for me than on closer servers. So, the cumulative effect of longer ping in all the back and forth communications between local client and game server may be a factor.
#15
Posted 25 July 2017 - 07:21 PM
#16
Posted 27 July 2017 - 09:19 AM
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