JShredz

JShredz



18 Mar

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Can probably try to help shed some light on a few things if that would help!

We use the absolute fastest, highest-grade server hardware available from our cloud provider partners. The math required when you're talking about networking 100 players and replicating the incredible speed of building/destruction so that everyone around you can see what you're doing in game and vice-versa requires a heck of a lot of "horsepower". As ever-faster processors become available in the numbers that allow us to use them globally we're constantly ensuring we're only using the best of the best. To help give you a sense of scale, to support Fortnite we use tens thousands of simultaneous processors spread across the globe in more than two dozen different data centers.

To the question of "why doesn't Epic just build more servers in X location?" The simplest answer is that we don't have the experience building and operating an international network of data centers that our cloud par...

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14 Nov

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Originally posted by MiniRen36

Calling u/JShredz

CHAMPION!


24 Oct

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Saw the title: Intrigued.

Saw who posted it: "Oh yes."

Incredible detail and execution, this was awesome!


21 Jul


20 Mar

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It looks like this match happened last night, and we just pushed a major Xbox performance patch this morning with 8.11 that should help a lot.

Can you do me a favor and test a few matches today and then let me know if you're still seeing issues?


14 Mar

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Originally posted by ned___shneebly

Yeah that was the point I was trying to make, maybe I just worded it poorly. But other improvements were made to performance as well, right? I'd be surprised if a downloadable patch was deployed simply for the visual ping bug.

Yep! Stability fixes and performance improvements.

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Originally posted by ned___shneebly

Jshredz was saying that your ping appearing to go down after the update is just a visual change. Performance, however, should have actually improved following this update (fingers crossed).

Not quite, the ping going up in the first place with 8.10 was a visual change rather than an actual latency regression. Today's update corrected the visual bug.

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Yep! The ping display bug has been resolved with this patch, although as mentioned previously this bug was purely visual. We had an issue in the order-of-operations for the display calculations as a result of the new packet reordering improvements, sorry about that!


12 Mar

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Originally posted by Ricky_forney

Any updates?

We haven't been able to find anything on our end, it appears that some universities are just blocking our traffic. We'll continue to poke as we have the resources available, but no solid theories on our end as to why the game is being blocked.

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Originally posted by GG_OG

Anyway we can get a detailed reason for why the ISP’s were affected?


07 Mar

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Originally posted by kinsi55

Hey,

first off I wanted to thank you for resolving the social system issues as while ago that I've reported!

To add onto this topic now tho, I have a question: Is there a reason why the clients sendrate is not capped? Why does the clients outgoing updaterate directly correlate to the framerate? The way I see this is that it, globally, causes a ton of overhead on your servers (As well as the clients). Wouldnt a capped sendrate of 60 updates per second be well enough for the 30hz server tickrate?

Client upload volume was affected by frame rate in a bug that was fixed for the 8.0 release.


02 Mar

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Originally posted by claytonsnow

I literally have no idea what 90% of this means but that didn't stop me from reading it in full and occasionally nodding in agreement.

Your game sends data to the server in little chunks called "packets". Each packet is numbered in the order its sent so the server knows the order to process them. Not all packets get processed and sent through the internet at exactly the same speed, so sometimes a packet will arrive at the game server a little sooner or later than expected.

In the current system, our game servers discard packets that are marked with a lower number but arrive later, so if the server gets packets 1 - 2 - 4 - 3, it assumes 3 was too late to be useful and only processes 1/2/4. While sometimes a late packet is in fact too late to matter, there are cases where a small amount of "jitter" should be allowed when compared to the timescale of how fast the server is processing data, so we're going to implement a system that's tolerant to slight out-of-order packets.

The tl;dr impact is it should hopefully reduce the number of "ghost shots" or similar issues resulting from lost upload packe...

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Originally posted by eyedentatee

So to be sure we have a clear understanding:

Current Day

================

| Game Frame |

|1|4|3|2|5|6|8|7|

------------------

After UDP Patch

================

| Game Frame |

|1|2|3|4|5|6|7|8|

------------------

Close! "Current Day" would be more like 1|4|5|6|8, where packets arriving late are discarded.


22 Feb


22 Dec

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Originally posted by Pixel29

Sorry for being late, I eventually tried again and the issue seems to be resolved. Thanks JShredz

Glad to hear it!


21 Dec

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Originally posted by CosmicRhinoceros-PS4

CosmicRhinoceros, century link fiber, NA West. It seems entirely random. It will happen a few times each match at random times, sometimes in the middle of fighting someone, other times while just walking around looting. For a few seconds it spikes to 300+ then drops back to 20 after stuttering. The only thing I noticed as a pattern is that it happened with higher frequency during teams of 33s. But it still occurs almost every game across other game modes.

I've been reporting this using the in game feedback function a lot, not sure if that helps. I haven't noticed packet loss.

The same thing happens at my friends house across town, both ps4 at his and my place.

The in-game feedback is actually invaluable since it uploads your client logs. With your account name I can have the team search for your logs and we can take a look.

No promises I'll be able to report back directly, but definitely going to check into this to see if there's anything systemic going wrong!

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Originally posted by CosmicRhinoceros-PS4

Is today's fix also aimed at resolving the 300-1000 ping lag spikes happening multiple times in every match since the fortnitemares patch? I'm on wired fiber, nothing about my setup has changed and I average 20 ping. But ever since fortnitemares, I get server lag spikes and connection timeout every single game. Ps4, but this bug is reported on all platforms widely.

Account name and ISP? Is it random or does it appear to be triggered by anything? Any packet loss, and if so upload or download?

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Originally posted by Pixel29

Started today, I moved back to my hometown for Christmas break. I've played 2 games today, and pretty much every 30 seconds I get connection timeout for 10 seconds then proceeds as normal until the next 30 seconds. I have Windstream, with a wired connection directly to the router. My ping is a solid 20-40 range. I do receive packet loss when the connection timeout happens, but not every time. I'm on the NA-East Server, on PS4. My account name is KJDuece8. My epic name is: Twitch-KJDuece8. Thanks you, JShredz, for caring.

If it started today, can you try again now? It sounds like it might have been the server issue that started this post, which should be resolved now.

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Originally posted by Pixel29

What about the connection timeout I receive every 30 seconds? Is that on my end or yours?

Can you get me some more info to work with? How long as it been happening, is it still happening, what ISP do you have, connection type (wired/wireless), whether you're seeing any upload or download packet loss, platform, account name, etc.?

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Originally posted by The_Goody_Boy

I thought u dudes were on holiday break?

Still trying to fix what we can and keep things running smoothly. We're not doing active development work, but that doesn't mean we'll close up shop if there are significant issues that need to be fixed.

We're doing our best!