over 1 year
ago -
ZOS_MattFiror
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It is approaching midyear and time to give an update on how our multithreading work is going. If you remember, back at the end of last year, I gave the news that we would be performing an ongoing series of server work aimed at spreading out ESO processes across more CPU cores, with the goal that it would result in a substantial increase in server performance. Over Update 37 – launched back in March – and in Update 38, we have completed some of this work.
Initial metrics, however, show that these steps in multithreading are not having as much of a performance improvement as desired, and so we had to roll back one of the process changes because it introduced an unacceptable level of instability. Fortunately, the recent upgrade to server hardware has resulted in more customer-facing server performance improvements than any of our multithreading work in all public realms where we’ve completed the work. (Xbox EU is still scheduled for later this year.) In fact, the recent Whitestrake’s Mayhem event in May showed just how much fun ESO PvP is with the new hardware in place.
All this to say, we continue to look for areas to spread process to optimize our server CPU capabilities. Please remember that we must be very, very careful when making changes of this complexity to ESO’s massive codebase. However, we will continue to dedicate resources to keep analyzing and looking for ways to utilize multithreading to improve server performance, and we will update everyone on any successes that we have when we find solutions.
Thanks for being the best community in gaming!
Matt
Initial metrics, however, show that these steps in multithreading are not having as much of a performance improvement as desired, and so we had to roll back one of the process changes because it introduced an unacceptable level of instability. Fortunately, the recent upgrade to server hardware has resulted in more customer-facing server performance improvements than any of our multithreading work in all public realms where we’ve completed the work. (Xbox EU is still scheduled for later this year.) In fact, the recent Whitestrake’s Mayhem event in May showed just how much fun ESO PvP is with the new hardware in place.
All this to say, we continue to look for areas to spread process to optimize our server CPU capabilities. Please remember that we must be very, very careful when making changes of this complexity to ESO’s massive codebase. However, we will continue to dedicate resources to keep analyzing and looking for ways to utilize multithreading to improve server performance, and we will update everyone on any successes that we have when we find solutions.
Thanks for being the best community in gaming!
Matt