EVE Online

EVE Online Dev Tracker




19 Aug


18 Aug


17 Aug

Comment

Further, DTAG customers may want to consider adding their complaint to BGP Flaps, Long-lived TCP Connections | Telekom hilft Community on DTAG’s forums.

I want to comment on that thread:

Ist halt kein Telekom Problem … die nutzen das Peering was der Anbieter vorgibt.

We have seen this happen at ISPs, where they do get the correct BGP information from Cloudflare on the route to Tranquility but the ISPs’ equipment either has out-of-memory issues or a prefix limit and throws the correct routing i...

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Comment

Some EVE players who are customers of Deutsche Telekom AG (DTAG) and have been affected recently by random disconnects have reported to us that they have resolved the issue by installing https://cloudflarewarp.com/, which is software from Cloudflare, and using it in full WARP mode. You can read more about this software here ...

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Comment

No.

The issues were happening in ISPs’ network systems before reaching the local Cloudflare locations in Australia.

See also my next post with more details about Deutsche Telekom AG as that may be relevant to players in Australia and New Zealand.

Comment

Yeah, the threads have been merged, as there was very much overlap between the threads.

Bookmarks: That’s odd, I am not aware of any change, which could have caused this. Please send a bug report about this, if this is still happening. It is quite likely that this would also happen on Windows, if this is indeed a bug.

Issues 2-4: This sounds to me like some modifier key (shift, option, command, control) might got “stuck” somehow. We had such bugs in the past, but I have not heard about this for some time. Could you check if this is still happening after restart? In this case it would be also good to send a bug report about this.

Post
Ceaseless Capsuleers,

Dive into unrelenting combat aboard powerful destroyers as you prove your strength and skill in the next Abyssal Proving Ground event, going head-to-head in brutal 1v1 duels

This event begins at 11:00 UTC on 19 August, and runs until 11:00 UTC on 22 August.

The ruleset for the event is as follows:
  • Only core empire tech 1 destroyers as well as the Sunesis may enter
  • 50% damage bonus to all turrets and missiles, and +500 Shield/Armor/Hull HP
  • The benefits of overheating all tackle, propulsion, repair, resistance, and energy warfare modules, as well as all turrets and missile launchers, are doubled in this arena
  • Shield rechargers, power relays, and flux coils, as well as core defense field purgers, sensor dampeners, and weapon disrupters, cannot be fitted.
  • Ships entering this arena may fit a maximum of one local repair module
  • Modules are restricted to meta leve...
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

Ceaseless Capsuleers,

Dive into unrelenting combat aboard powerful destroyers as you prove your strength and skill in the next Abyssal Proving Ground event, going head-to-head in brutal 1v1 duels

This event begins at 11:00 UTC on 19 August, and runs until 11:00 UTC on 22 August.

The ruleset for the event is as follows:

  • Only core empire tech 1 destroyers as well as the Sunesis may enter
  • 50% damage bonus to all turrets and missiles, and +500 Shield/Armor/Hull HP
  • The benefits of overheating all tackle, propulsion, repair, resistance, and energy warfare modules, as well as all turrets and missile launchers, are doubled in this arena
  • Shield rechargers, power relays, and flux coils, as well as core defense field purgers, sensor dampeners, and weapon disrupters, cannot be fitted.
  • Ships entering this arena may fit a maximum of one local repair module
  • Modules are restricted to meta level 5 and below
  • No pi...
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16 Aug

Comment

Definitely did! I’ll reach out to my Magician friend and see where the teams stand on this one.


15 Aug

Comment

No changes were included in either of the previous patches. I’ll poke with the teams to see if RNG is being a cruel mistress or there is in fact an unexpected reduction in sites spawning/being completed


14 Aug

Comment

1. Specifically restricted conduct.

The purpose of the EVE Online forums is to provide a platform for exchange of ideas, and a venue for the discussion of EVE Online. Occasionally there will be conflicts that arise when people voice opinions. Forum users are expected to courteous when disagreeing with others.

In order to maintain an environment where everyone is welcome and discussion flows freely, certain types of conduct are prohibited on the EVE Online forums. These are:

  • Trolling
  • Flaming
  • Ranting
  • Personal Attacks
  • Harassment
  • Doxxing
  • Racism & Discrimination
  • Hate Speech...
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13 Aug

Comment

Originally posted by ccp_habakuk

Hey,

Yeah, having 2000 bookmarks active in a single system is indeed a bit much and this is known to cause performance issues. I investigated this a bit when working on shared bookmarks, and I think we also managed to include some improvements, but unfortunately we could not address more. Unfortunately the sensor overlay is just not made to handle as many objects - and the same thing would happen with a high amount of anomalies.

I'll try to see next week if I might find anything, which we could improve easily, but from past experience I am afraid that this would all require extensive code changes.

For workarounds: Would it be doable for you to split the bookmarks into several subfolders and only enable those on the sensor overlay, which you are currently working with? Yes, the action of enabling a (sub-)folder takes some time, but it might still be better than keeping them all enabled all the time.

A video should not be necessary here - I know wha...

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Strike the 1000 in the last paragraph - I did some tests with the max amount for a shared folder (3000), as I was concerned that it could be abused for hostile purposes (link to a very heavy bookmark folder in local and hope that the other side gets lagged out).

Comment

Originally posted by Solstice_Projekt

Excuse me, but because I can ask you directly, I'm doing so. It's, I guess, tangentially related to the issue at hand.

I have 2000+ bookmarks in Hek. My fps is cut to a third, just because they exist. I don't even have to be on grid with them.

Turning them off and on depending on usage isn't an option, because it causes my client to freeze for longer than is acceptable. Jumping gates is especially painfull, but at least the invulnerability timer nowadays only starts when my pod's actually fully loaded.

Thank you for that, by the way.

I've discovered that the "mouse hover function", when hovering over space, causes the client's fps to go down. My fps go down over space, but they go up when I move the mouse over the overview or any other window. They don't go up to a value they should have, but not hovering space is beneficial for fps and reacting.

Can you please fix that? It's like the mouse-movement function checks every object for intersecti...

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Hey,

Yeah, having 2000 bookmarks active in a single system is indeed a bit much and this is known to cause performance issues. I investigated this a bit when working on shared bookmarks, and I think we also managed to include some improvements, but unfortunately we could not address more. Unfortunately the sensor overlay is just not made to handle as many objects - and the same thing would happen with a high amount of anomalies.

I'll try to see next week if I might find anything, which we could improve easily, but from past experience I am afraid that this would all require extensive code changes.

For workarounds: Would it be doable for you to split the bookmarks into several subfolders and only enable those on the sensor overlay, which you are currently working with? Yes, the action of enabling a (sub-)folder takes some time, but it might still be better than keeping them all enabled all the time.

A video should not be necessary here - I know wha...

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Comment

Originally posted by Dravos_Mabebu

Indeed in heavy tidi fights the GPU barely needs to work. This is because the game gets highly CPU bound during such encounters. And the less frames your CPU can send out the less frames need to be rendered --> GPU usage drops to nearly nothing.

Most of EVE's application are single thread, so you should see a load of about 1/6 ~ 17% since you got a hexa core CPU. If the EVE process uses those 17% its most likely that one of your CPU cores is working at 100% capacity (this unfortunately is often not reflected in the task manager).

This explanation is pretty spot-on, at least as far as I understand things (and I have done quite a few measurements). Most of the game client logic is indeed single-threaded, with the exception of some parts of the engine.

As others here mentioned sound: On such a beefy machine sound should have quite little impact when running a single client. Nearly all of the audio load is actually in a separate thread, so it should be processed on a separate core and should normally not affect the fps of your client. This looks a bit different on old CPUs with less than 4 cores and when multi-boxing - then audio has much more of an impact on fps. But it is still a good idea to test it out yourself in your specific situation.

While brackets have been mentioned already, which have indeed a quite heavy impact, the overview can also slow down the client quite a bit, if it has many object listed. It can make sense to check this with a completely empty overview tab. I also recommend...

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