EVE Online: Tyrannis Performance Fixes

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Massively organized fleet wars, Destiny Balls, Negative Memory and a Tengu later, we get Tyrannis.

In a post on the developers blog for EVE Online, CCP Blaze goes in depth about the difficult process of locating and eliminating performance issues for Tyrannis before and after it was released.

During stress tests involving organized fleet wars on Singularity, the public test server, developers found very significant problems, some of which involved negative memory and physics simulation.

What the frak is negative memory? Basically, they found that a small fleet ship called a Tengu was taking more and more of players’ memory and never giving it back.

As for Destiny Balls (Yes, those), developers found that their physics simulator, called Destiny, was leaving what they call “dead balls” in space and taking up graphics when a player loads. These “Balls” in the background are basically what designers use to pinpoint things like ships in space. So when a ship jumps to another place the” ball” attached to it should disappear. Instead, the balls were staying put and empty, hence Dead Balls.

Enough about space balls.

CCP Blaze goes on to discuss how they fixed an issue by listening to reports from players (Right on!), and refurbishing old content. To read more on the improvements you can visit the EVE Online Dev Blog.

1 Comment

  1. While I could never really get into EVE, CCP really KNOWS how to run an MMO. Free reign, economy, player created items, open pvp, player elections, etc.

    Can’t wait to play Dust!

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