Flav wrote on Jan 17
th, 2019 at 12:34pm:
erm, did you miss sthe big change that occured something like 5 years ago?
When they Virtualized the servers and the lag-fest was even worse than usual due to poor VM implementation.
For the rest you have to remember that DDO was developped in an era of single threaded single core processors and that the Pentium D ( aka the first relatively easy to get dual core single thread per core processor ) just came out a few months before the release of DDO. Going multithread and multicore to get the whole game more spread out on a given system would mena completely rewirting the game engine... not gonna happen with the money SSG is making.
Not talking about the client. Just because SSG fucked up the transfer to their cluster, doesn't mean it doesn't work. In some ways it's clear that some lag problems are code related and no matter how much cpu allocation is devoted the problem with still be there, but issues with merging servers has nothing to do with some hardware limitation, other than the cost of taking more cpu and memory overhead from whatever cloud servers they currently hide in, costs more money per month. The real problems is, in my opinion, and again I am out of my depth, is the non-scalable dependencies written into the code, like toon name dependance, rather than account and some random hash thingie, AND the fact that things like guild ships would have to redone. Honestly, I don't understand why they can't create a token for the guild leader with the current guild level of that guild to be used to instaboost that guild on the server they are transferred to... in an instanced game it just can't be that hard to merge the common areas, the instances are already server independant..
*edit: I also don't think lack of multicore client threading should hamper a game as old and simplistic as DDO, most games still make poor use of threading, if I am not mistaken