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von Steinberg

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Hey guys, we have identified performance related issues that could cause disconnects in 10v10 matches and lag spikes on other large maps. We are hard at work fixing it as we speak and will keep you updated.

Thank you for your patience!

That'd be lovely, since release I can't play 10v10 at all anymore, because eventually the server will kick me, every single time. This is not just a potato computer issue (although my i5 4570 surely isn't high-end, it doesn't even sweat with this game, not to mention that a GTX 1070 in combination with this should be able to run the game on low settings), and my network is absolutely fine.

And then there's the fact that the game ran absolutely fine during Beta...
 

falrinth

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I've got a good computer and connection, and still get some massive rubberbanding issues sometimes. The game freezes a lot, and seems to be in slow motion.
I think it happens roughly 1/3 of the games, and I play only 2vs2. Never had this problem during the beta.

There are 2 different problems.
1. Peer-2-peer custom games will rubber band cause hosts PCs/connection isnt good enough to be both client and server at same time.
2. 10v10 kicking is on dedicated server (no rubberbanding tho), and while your game run smooth as butter at start, and troughout entire games on 4v4 in 10v10 in phase C the accumulated number of individual models in game is to much to handle for your CPU. Game is not optimised for such numbers and your fps drops even tho you dont realise it. Then server kicks you aafter you do a lot of looking around zooming in and out in same time when there is bazzilion units in game spawned by 20 players. That is really a lot for CPU to handle, especially if only one core gets all the beating. We are talking about surviving units from phase A, phase B and the additional reinforcements of phase C multiplied by 20.

I was also sure its not my PC issue (not top-end but also not old - overclcoked i5 with water cooling that reaches over 4.3GHz with 4 cores and gtx 970), untill i analysed carefully the replay and CPU load during it. And in phase C even replay starts to gradually slow down. Its playable but indeed slower. So yes, CPU struggle with it in phase C. Maybe if it would be better optimised it would be viable. Right now insetad of 10v10 servers, game should have more 4v4 official rubberbanding-free, dedicated servers. OR fixed matchmaker, that goes trough check of people who have knowledge about "user experience" and intuitive design. Current version of matchmaker is UX tragedy. Looks like cated to people who are devs themselves or have mentality of old school computer maniacs and lan-party enthusiasts. The new and largest in numbers population of players is used to quality solutions, not being provided with crude tools.
 

von Steinberg

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10v10 kicking is on dedicated server (no rubberbanding tho), and while your game run smooth as butter at start, and troughout entire games on 4v4 in 10v10 in phase C the accumulated number of individual models in game is to much to handle for your CPU. Game is not optimised for such numbers and your fps drops even tho you dont realise it. Then server kicks you aafter you do a lot of looking around zooming in and out in same time when there is bazzilion units in game spawned by 20 players. That is really a lot for CPU to handle, especially if only one core gets all the beating. We are talking about surviving units from phase A, phase B and the additional reinforcements of phase C multiplied by 20.

I was also sure its not my PC issue (not top-end but also not old - overclcoked i5 with water cooling that reaches over 4.3GHz with 4 cores and gtx 970), untill i analysed carefully the replay and CPU load during it. And in phase C even replay starts to gradually slow down. Its playable but indeed slower. So yes, CPU struggle with it in phase C.

Indeed, it seems to be a CPU problem. While my GPU even at the highest setting is dangling its balls around out of boredom, my CPU can barely keep up as soon as I start zooming in and out, and that is on the lowest possible settings (with the exception of resolution and render scale).

I could understand that, if I were to come along with a dual core in a notebook, with all the thermal throttling and TDP limitations going on, but I am not. Yes, my CPU is not the newest, but I don't think I am unreasonable to expect that the 10v10 mode runs as advertised on a CPU that is four years old, even if that may be on the lowest settings.

P.S.: That CPU load happened only during intense, random zooming during a 10v10 replay, whenever I stayed at a single magnification level, the load would drop to about 80 to 90%. Not ideal, but not enough to expect a kick from the server.
 

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Arctander

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... 10v10 kicking is on dedicated server (no rubberbanding tho), and while your game run smooth as butter at start, and troughout entire games on 4v4 in 10v10 in phase C the accumulated number of individual models in game is to much to handle for your CPU.

Except that this was a non-issue during the beta. Which says that there is something else happening which is causing a new (only since release) issue for the most of us.
 

Village Idiot

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Except that this was a non-issue during the beta. Which says that there is something else happening which is causing a new (only since release) issue for the most of us.

I get kicked out of every 10vs10. Had no problem in beta.

Wasn´t there some change how leaving players units are handled. Something about AI taking them over? Its the only big change i´m aware of.

How does that actually work? Are they assigned to some other players computer or does the server take them over?

If Eugen only changed it so that my computer takes them (leavers units) over instead of me then that might be the cause of the problem.
 

Arctander

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I get kicked out of every 10vs10. Had no problem in beta.
Ditto.

Wasn´t there some change how leaving players units are handled. Something about AI taking them over? Its the only big change i´m aware of. How does that actually work? Are they assigned to some other players computer or does the server take them over? If Eugen only changed it so that my computer takes them (leavers units) over instead of me then that might be the cause of the problem.
Yes, they now become Medium AI, instead of going to the highest scoring player. And that was my suspicion of what was causing the issue. However, there were a LOT of other changes with taking the game live: 1) We went from 8 divisions to 18, so there is a much greater diversity of units available. 2) There are a LOT more players now. 3) They tweaked a lot of little things I'm sure in the way units work, and perhaps there is a bug or something in there.

Folks who know more about the workings of PCs have ID'd that the local CPU load is what is causing the game to dump. Eugen said they know why, and are working on a fix... hopefully they'll get cracking on it first thing tomorrow and have us all shiny and happy tomorrow. Either way, it definitely is annoying and a disappointing development for the week of launch, especially when beta was very stable the last couple of weeks.
 

Arctander

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Looking good... I've played 2 10v10s since the patch and played til completion... seemed like almost everyone else made it to the end too - I think there were 2 early drops, but no way to tell if they quit or crashed. One more and then I'm out to the BBQ!
 

Stoffen

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I had zero problems other than the occational the last few days. But today 2/3 of my games break down before phase B, I really hope this is an odd dice roll rather than a show of whats to come until the next fix.

Anyone else experiencing the same today?
 

Nussor

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From browsing the forums I got the idea that even PCs (far) above minimum cause the game to stutter. Like mine. I'm going for a driver update right now and see if that helps. Lowering the graphics settings, however, did absolutely nothing.

*edit* No, drivers are up to date.