Server infrastructure? What makes POE run so well?

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Dxt44 wrote:
There is really not much to talk about, like why do you think calculation should be heavy in this game in the first place. I really struggle to answer this.
f

The calculations are heavy because depending on the build it involves calculating thousands of projectiles a second, each of which leaves a variety of debuffs that may or may not stack on hundreds of mobs, each of which has a chance of dropping loot, all of that on 30 ticks/sec.

The feat of scaling the instances alone is impressive, do they dynamically update their resource allocation when stuff starts getting hectic? Is there pre-estimations going on about how ‚crazy‘ the map is going to be? Are builds taken into account?



Exactly! It's a not a trivial task to efficiently make even a simpler website run smoothly for a lot of users without over allocating resources. I just can't imagine what you have to do to make a game like this run smoothly with the approach they chose of handling most if not all events server-side! As in run smoothly and not effectively losing money on the solution alone
Last edited by denyess on Oct 11, 2024, 5:32:14 PM
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Dxt44 wrote:
It is relevant, because in my long experience with online games, Path of Exile gave me the worst online experience from all, including community servers.


my man, no it hasn't. these forums are getting worse to read as the game ages...
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The calculations are heavy because depending on the build it involves calculating thousands of projectiles a second, each of which leaves a variety of debuffs that may or may not stack on hundreds of mobs, each of which has a chance of dropping loot, all of that on 30 ticks/sec.

That's good one my friend. I understand that you don't have much knowledge about optimizing things, but static data like that don't have to be calculated real time.
If you have free game, who anyone can play, approach like that would cost you more than you make. Lol


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Imaginaerum wrote:
my man, no it hasn't. these forums are getting worse to read as the game ages...

So you are saying that my subjective experience from 15 years are incorrect?
Of course everyone will have different.

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denyess wrote:

Exactly! It's a not a trivial task to efficiently make even a simpler website run smoothly for a lot of users without over allocating resources. I just can't imagine what you have to do to make a game like this run smoothly with the approach they chose of handling most if not all events server-side! As in run smoothly and not effectively losing money on the solution alone

Let me ask you. Why the game is client-server in the first place?
On Probation Any%
Last edited by Dxt44 on Oct 12, 2024, 1:12:49 AM
It's the character sheet that saves a lot of resources they don't calculate everything as it happens its semi predetermined. Main reason this game had / has issues with snapshoting.

I remember back in the day when RF could equip two of the 100% dmg on low life swords weapon swap go low life and then swap back to regular setup and keep the 200% damage.
Last edited by newbutnot on Oct 12, 2024, 1:41:45 AM
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Dxt44 wrote:

That's good one my friend. I understand that you don't have much knowledge about optimizing things, but static data like that don't have to be calculated real time.
If you have free game, who anyone can play, approach like that would cost you more than you make. Lol


How exactly do you pre-calculate the collision of a projectile without knowing where the player aims that projectile? What data here is even static?

1) The Projectile count potentially fluctuates with things like headhunter stacks which are gained semi-randomly

2) The damage ranges often depend on things like distance from the mob, chain count, as well as (de)buffs on the player

3) The loot drops are affected by map modifiers and IIQ from the player, which might update in real time through one of the scarabs

If you are actually a domain expert feel free to give some technical detail to show what I am missing, I‘m a Software Engineer by profession but my field of expertise is mostly process optimization and logistics so I rarely deal with these sorts of low-level math things.
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How exactly do you pre-calculate the collision of a projectile without knowing where the player aims that projectile? What data here is even static?

1) The Projectile count potentially fluctuates with things like headhunter stacks which are gained semi-randomly

2) The damage ranges often depend on things like distance from the mob, chain count, as well as (de)buffs on the player

3) The loot drops are affected by map modifiers and IIQ from the player, which might update in real time through one of the scarabs

If you are actually a domain expert feel free to give some technical detail to show what I am missing, I‘m a Software Engineer by profession but my field of expertise is mostly process optimization and logistics so I rarely deal with these sorts of low-level math things.

Where did I say that you can pre-calculate something like when collision will happen OMEGALOL?
Question you ask are weird, you keep things like that out of the tick rate and you good. Simple like that.
On Probation Any%
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Dxt44 wrote:
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How exactly do you pre-calculate the collision of a projectile without knowing where the player aims that projectile? What data here is even static?

1) The Projectile count potentially fluctuates with things like headhunter stacks which are gained semi-randomly

2) The damage ranges often depend on things like distance from the mob, chain count, as well as (de)buffs on the player

3) The loot drops are affected by map modifiers and IIQ from the player, which might update in real time through one of the scarabs

If you are actually a domain expert feel free to give some technical detail to show what I am missing, I‘m a Software Engineer by profession but my field of expertise is mostly process optimization and logistics so I rarely deal with these sorts of low-level math things.

Where did I say that you can pre-calculate something like when collision will happen OMEGALOL?
Question you ask are weird, you keep things like that out of the tick rate and you good. Simple like that.


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I understand that you don't have much knowledge about optimizing things, but static data like THAT don't have to be calculated real time.
(emphasis mine)

This was a response to my comment

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The calculations are heavy because depending on the build it INVOLVES CALCULATING THOUSANDS OF PROJECTILES A SECOND, each of which leaves a variety of debuffs that may or may not stack on hundreds of mobs, each of which has a chance of dropping loot, all of that on 30 ticks/sec.
(again emphasis mine)

I was under the assumption that your "THAT" was referencing to what you quoted, but at this point IDK.

I'm pretty sure you are just outright wrong on stating that collision detection is decoupled from tickrate, in Affliction league it was pretty easy to make the server chug by just holding down Tornado Shot in a tanky map.

If you actually know what you are talking about why are you being so condescending instead of just impressing us with your technical knowledge on the topic of how these sorts of things are done under the hood?
Last edited by stnikolauswagne on Oct 12, 2024, 5:09:06 AM
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I'm pretty sure you are just outright wrong on stating that collision detection is decoupled from tickrate, in Affliction league it was pretty easy to make the server chug by just holding down Tornado Shot in a tanky map.

What are you even talking about? I didn't say that. What does it even mean "decoupled from tickrate"? What a strange thing to say.

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If you actually know what you are talking about why are you being so condescending instead of just impressing us with your technical knowledge on the topic of how these sorts of things are done under the hood?

I don't know man. You ask some strange question I don't know how to answer, not because I don't know what I am talking about, but they just don't make sense to me.
On Probation Any%
I did not run well the weeks after league start.

With only 8 GB RAM entering towns and other ho took 10-40sec.
And sometimes a dc, after login nearly to 100%.

Now with only a few players much much faster and no problems.
For me that shows server (or maybe the connection to server) can be a problem.
They don't need to calculate every single variable on every cast/collision.

When you enter the map you have a fixed number of mobs, mob types and your character has fixed stats. All these can be calculated during the loading screens, server side. They need to re-calculate stats only when something changes (swap equipment, enable auras, debuffs, etc).

On collision/cast they only need to run random numbers between X and Y, lots of times, based on your stats vs enemy stats. I'm sure they have lots of optimizations.

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