Can you please SQUISH the numbers to reduce lag?

Once again:
The size of the numbers does not matter!!!

What matters is the amount of calculations. One calculation of 348563 gazillion damage is less taxing to the servers than calculating 10 instances doing 1000 damage.

2 Likes

yes, all of that. make it less and relieve the stress.

another huge problem is the huge number of stash items. if everyone didnt hoarder items we could squish that too and load much faster.

Then why are you asking for number squish when it makes zero difference in that regard?

For the sake of calculations the absolute value of a number is irrelevant. Whether it’s 1000 or 100 gazillion, the numbers are always converted into binary form and they will have the same length. If it’s a 64-bit integer for example, in all cases the numbers will be 64-bit long. 1000 in 64-bit form has the same length any other number. It is equally taxing for the server as any other number.

If you’re so smart as you claim to be, you should understand such basic things without people hammering it into your head. Clearly it’s not the case.

1 Like

wait im confused why are you confused? i thought we just agreed on that. except the 64-bit part, the servers run 32-bit. no other arpgs have this issue. not even the older ones.

The point is that number squish does absolutely nothing to reduce lag. You’re still hung up on the numbers because you think the number squish does something.

As everyone else have pointed out, it’s amount of calculations that matter, not the damage numbers. Things like area damage increase the amount of calculations through the roof. Even with small damage number, like in mere thousands, the AD would still induce equal amount of lag as it does now.

The damage values are irrelevant for the lag!

2 Likes

we’re just going to have to agree to disagree at this point.

I’m not too keen on the process but I know that random number generator is client sided. Possibly it’s a Mersenne Twister of sorts, a very fast pseudo RNG that imitates complete RNG perfectly. When your character wears Set items, it raises some flags for multipliers to be applied to the server for end calculation.
So when you deal damage to a monster, server filters the results by looking at which skill you used and activates the applicable multipliers to calculate the result. It’s as simple as taking the direct result from the random number generator because it’s so fast to calculate those numbers on the fly for the server. When you hit a single target a gazillion damage, server won’t even be fazed by it but damage numbers are not the only calculation the server does for the client connection.

Alas, server doesn’t stop there and has to check for attack animation or death animation of the entity whenever needed along the combat. When your character uses a giant area of effect to proc huge amounts of area damage or stack damage over time effects to multiple targets, that’s where things go awry.
Under the damage over time effects server also has to check if entity is dead or not with each tick of damage, no matter how small it’s going instead of just checking for a single death blow. When area damage procs, it also has to collision check the area around the programmed random occurance impact or staggered animations of interrupted attacks. Resulted calculations will cause desynchronization on the server while server also has to check for death and attack animation of the entities affected.

Reducing the damage numbers is just putting a small scotch tape over a giant leaking pipe while ignoring what server has to go through to keep the connection with player. The monsters you see on the screen are not puppets on a string, they’re controlled by server as well. All the while server also decrypts and encrypts assets and dynamically download the ambient sound.
Your damage number crunch solution is irrelevant and very hard to pull after all these years when game uses bigger numbers to up the ante in combat. Damage number crunch will only help botters at this point and it will require months of mathcraft to do it right.

I’m not sure how you don’t understand that the client is ALREADY DOING THIS WORK. Rubber band lag is when the client calculations are “corrected” by the server. Adding code for peer-to-peer verification instead of client-server authority changes nothing for the player, EXCEPT THAT they can earn incentives by staying connected when they are not playing.

I dont know about you, but since 1998 I’ve run SETI@Home as my office desktop screensaver. No incentive, no glory, just donation of cycles because it had to be turned on 24/7 anyway. I think that LOTS of gamers would just run it when not using their always-on PC, especially if they view it as a passive type of “income” to pay for their gaming habits.

yah that’s how they were abusing the Shadow set and melee weapon restriction.

no way, jose. seriously no gamer would sacrifice 2 FPS or even 0.02 latency to do that. could miss a headshot or a kick

How are you sacrificing anything??? If anything, the latency would DROP TO .001ms on a system like this!

It’s not difficult, just new. I think its the next big thing. Especially with IPFS integration, it would be a Steam library type blockchain that could also integrate its own Twitch-type interface as well.

The first one that does it is gonna rule online gaming in the future.

i mean yah, at first, but as soon as the players agree and the door cracks open, the devs will open the floodgates and it will be .001ms at first, and then a year later .01ms and then next year .1ms and then we cant go back. We’re gamers and we’re smart, so we know where it’s headed so we wont support it.

no, we don’t, you are agreeing and disagreeing logic with stupidity…
WE AGREE LAG IS CALCULATIONS.
YOU AGREE LAG IS SIZE OF NUMBERS.
WE NEED A MASSIVE FORUM CLEANSE OF UR COMMENTS

Ppl pointed out the main reason to why alot of ppl experience lag. AD is one of the biggest issue atleast in group play. Some builds arent suited for group play cause of that. Other than that i dont know what kind of lag ppl experience. I dont have problem when playing solo even with AD. I experience crashes but i havnt done the sound fix which would prolly reduce the amount.

how do we get the humongous size of numbers? by huge calculations. you literally just said what i said and are somehow for some reason arguing with me.

1000 in 32-bit binary:
00000000000000000000001111101000
1000000000 in 32-bit binary:
00111011100110101100101000000000

Both are equaly taxing to calculate. How many times must this be repeated? The damage values are irrelevant!

5 Likes

this is my damage right now.
https://i.imgur.com/oRYGWW2.jpg
Trillions… Ridiculous. Why? Why isnt 2000 a big enough number on the screen? Just reduce it all there’s no reason. The human brain can’t even fathom what that number is. Please just start subtracting like 90% of that.

I’m not arguing against that the numbers are ridiculous. I’m arguing against your baseless reasoning. Reducing the numbers from trillions to thousands would make zero difference in lag!!

Would it make sense to reduce the numbers? Sure. It still would not fix the underlying issue of lag in any way.

3 Likes

Holy crap dude this is basic maths.
Look at a typical build in d3 planner for GOD dh.
It has around 15 ways to add and multiply it’s damage.
Now if you changed all the statis numbers down to 20 instead of starting with big numbers but it has the same multipliers and additive damage and area damage.
It would still lagg out the game just as much

Thank God you can with the many different degrees and angles you have studied…

2 Likes

The way distributed blockchain works, it can self-balance. So, it pings the closest players to your geography, and adds them to your verification pool. You are literally playing an online game at offline pings as your doing you own calcs.

The more players that join, the LOWER the lag in this kind of system.

No, you know exactly you’re doing. Just as the thread was going stale you’ve returned to drop a little bit of spice into the pot and give it a stir. Congratulations, on getting almost 100 posts due to this blatant nonsense.

With a claimed Masters degree in Mathematics he thought 5^4 = 550 so I’m entirely unsurprised he’s confused by billions and trillions when he can’t even get sums under a thousand right.