The lag is not related to the local computer. Watch the GR72+ clears from Alkaizer with the Rend build... He needs to pause the game every 5-10s to let it catch up... Mental... If you use any kind of DoT you are pretty much screwed.
Helltooth lag is atrocious but Rend is not much better.
@OP unfortunately there is still no solution in sight, but Blizzard is working on it. However in the meanwhile builds that rely on DoT as main source of damage are not suitable for party unless the mobs die real quick (like T10 speedruns for instance) and solo you have to be really snappy with the pause button or you are going to die a lot...
"and NOW rend"? youre obviously pretty far behind in progression if ure just now high enough to notice that rend lags as fuck. the rend lag was already there right from the start just as helltooth. u just need a better gear than a wd to make it lag.
mate i cleared 60 solo at early season with rend build. i didnt saw any lag issue at that time. but now game just freezes. i just saw that im dead after that lag happens.
rend and helltooth always was a problem with lag this season, like ball lightning and firebird or hydras was in the last seasons. Even with 2 Hota barbs + Pain enhanced in 70+ there are lag with very high density, its not problem from computers setup. Its about servers cant handle the dots, people with very good connections will have less problems with it. and still will have in high GR's, like alkaizer clearing solo 72, but people with low connections will notice the problem in 60+.
I know blizzard is working on it, but this problems comes since 2 or 3 seasons before with DH's and Wizards, nothing new to blizzard. No idea why blizzard didnt fix yet, tbh, and if they cant fix it, then why do they do a set with dots if will be problematic?.
Probably heltooth is the more powerfull dps spec in the game, sadly they cant compete in 4 man groups because the lag. I hope blizzard fix it soon, but i dont think they will do, atleast before the end of the season.
It's not a barb or wd thing indeed, try spamming slow time + meteor shower with channeling pylon if u have more than 40mobs on screen in 65+, game lags for everyone in party, specially with area damage, which tbh from my testing seems to be the worst offender.
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Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
The numbers are not problem, but the total calculation is the problem. For a computer 1 or 100000 does not make a change, it's the total amount of calculations that totally mess up everything ;/
The difficulty of the rift does not matter. Its the density of the mobs and skills you use + area dmg.
the difficulty is the reason, as more difficulty, the mobs have more hp, more numbers to calculate, so yes, the difficulty is the big problem at this state.
The difficulty of the rift does not matter. Its the density of the mobs and skills you use + area dmg.
the difficulty is the reason, as more difficulty, the mobs have more hp, more numbers to calculate, so yes, the difficulty is the big problem at this state.
No it is not. The problem is that on low difficulties the monsters die faster. Thats why it does not lag. Try to kill high density mobs on grift lvl 1 with your bare hands ( very low dmg) . It will lag.
well, obviously as i explained in the last post, we are talking about playing the game as normal, and yes as you do higher greater rifts more lag incoming.
I tested doing that you said, and gives a bit of lag, but nothing compared with high greater rifts, basically because the calculations, is not the same calculate and recalculate 1k damage, than 1 billion damage, atleast is the feel i have.
From what I recall (someone please confirm) Diablo 3 is a 32 bit game not even optimized for 64bit platforms.
The lag issue associated with Hellfire, Rend, etc is a Damage over Time issue. The Pain Enhancer gem does the same thing for example.
Diablo 3 has a very old engine behind it from what I can tell. I know they've made some optimizations fairly recently, but those actually seem to have hurt overall performance where DoTs are concerned.
Personally, I wish they would scrap the engine and just move on with a different platform (and maybe a better version of Diablo).
Is it a problem with the engine/server cpu in reguards to calculations or the servers networking not being able to send back that many calculations per sec?
From what I recall (someone please confirm) Diablo 3 is a 32 bit game not even optimized for 64bit platforms.
The lag issue associated with Hellfire, Rend, etc is a Damage over Time issue. The Pain Enhancer gem does the same thing for example.
Diablo 3 has a very old engine behind it from what I can tell. I know they've made some optimizations fairly recently, but those actually seem to have hurt overall performance where DoTs are concerned.
Personally, I wish they would scrap the engine and just move on with a different platform (and maybe a better version of Diablo).
Yes Diablo is a 32-bit game, but 32-bit programs run perfectly fine (for the most part) in 64-bit environments..including Diablo.
The game engine is not the problem here, the problem is the number of calculations (NOT the size of the numbers) that the server is doing. Unlike many other games that are this data intensive Diablo does almost every single calculation (damage, healing etc) on the server. Other games utilize the clients system to do some of these calculations, but I assume that Blizzard went this direction for a number of reasons (prevent cheating etc).
Yes they could and probably should improve server performace, but this is not a "game engine" issue.
i just watched Alkaizer playing Gr75 and seems like no lag issue at US servers. only EU has this issue then ?
i dont understand what devs thinking about making a huge patch and dont think about servers can handle this or not.
i ll be really diasppointed if i cant play a season long ...
He's literally postponing his solo pushes at the moment due to lag, and if you watch his earlier GR pushes he ends up having to pause-rend-pause-rend-pause-rend-pause-rend-pause-rend all the time. The lag is not an EU issue, it's a calculations per second issue on their servers regardless of region.
And that's how it's been since vanilla release, as soon as the calculations per second reach a critical point in this game, whether you make that high number of calculations from density, dots, area dmg, or a combination, you name it, the game lags out, regardless of the size of the damage numbers.
It just so happens that in 2.3 they removed a lot of snapshotting, introduced a lot of dot specs, and probably 5 other things that all increased the number of calculations per second, and now we're hitting that old limit again.
mate i watched his GR75 not old tries. he is not pausing game. seems like not having a problem.
One things worth noting: I had almost no lag ever in Diablo prior to 2.3 launch. Now, menus lag, sometimes buying from Kadala lags, etc. This is new. My connection is otherwise brilliantly clean at 200/25Mbps. Something is amiss in general.
I do thing at least part of the lag is due to the game engine and yes, also how the server handles calculations.
Over all, good game engines handle large amount of data better than poor ones.
D3 is not keeping up with its own development because it is based on a decade old platform.
One things worth noting: I had almost no lag ever in Diablo prior to 2.3 launch. Now, menus lag, sometimes buying from Kadala lags, etc. This is new. My connection is otherwise brilliantly clean at 200/25Mbps. Something is amiss in general.
I do thing at least part of the lag is due to the game engine and yes, also how the server handles calculations.
Over all, good game engines handle large amount of data better than poor ones.
D3 is not keeping up with its own development because it is based on a decade old platform.
The lag discussed here is entirely server side. They could redo the game engine to be the greatest thing on earth and it would not help this lag at all.
Also, network speed is possibly the worst metric to determine the quality of your connection (packet-loss etc).
There are various issues at the moment that players wrongly assume is all related to this issue (ISP problems yada yada).
Lag is still here playing ww rend barb when are they gonna fix this shit ? there are tons of posts in the EU bnet forums about this problem and still no word from blizz on this ? what a joke.
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i really cant believe that a paid game have that lag issues. Helltooth still making lags and now REND !!!!!
i can play REND BARB at 2 player group. if there is no mob no lag . if i got good mob for progress game just freezess.
The lag is not related to the local computer. Watch the GR72+ clears from Alkaizer with the Rend build... He needs to pause the game every 5-10s to let it catch up... Mental... If you use any kind of DoT you are pretty much screwed.
Helltooth lag is atrocious but Rend is not much better.
@OP unfortunately there is still no solution in sight, but Blizzard is working on it. However in the meanwhile builds that rely on DoT as main source of damage are not suitable for party unless the mobs die real quick (like T10 speedruns for instance) and solo you have to be really snappy with the pause button or you are going to die a lot...
im playing 2man group with Rend Barb and Heal Monk and my ping goes to 1500s.
i have around 70fps with my 4gb graphic card.
I think this is the first game ive played that constantly has problems. Maybe they just built on a bad foundation.
but now cant playable .
rend and helltooth always was a problem with lag this season, like ball lightning and firebird or hydras was in the last seasons. Even with 2 Hota barbs + Pain enhanced in 70+ there are lag with very high density, its not problem from computers setup. Its about servers cant handle the dots, people with very good connections will have less problems with it. and still will have in high GR's, like alkaizer clearing solo 72, but people with low connections will notice the problem in 60+.
I know blizzard is working on it, but this problems comes since 2 or 3 seasons before with DH's and Wizards, nothing new to blizzard. No idea why blizzard didnt fix yet, tbh, and if they cant fix it, then why do they do a set with dots if will be problematic?.
Probably heltooth is the more powerfull dps spec in the game, sadly they cant compete in 4 man groups because the lag. I hope blizzard fix it soon, but i dont think they will do, atleast before the end of the season.
P.S.: sorry for my bad english
It's not a barb or wd thing indeed, try spamming slow time + meteor shower with channeling pylon if u have more than 40mobs on screen in 65+, game lags for everyone in party, specially with area damage, which tbh from my testing seems to be the worst offender.
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
The numbers are not problem, but the total calculation is the problem. For a computer 1 or 100000 does not make a change, it's the total amount of calculations that totally mess up everything ;/
the difficulty is the reason, as more difficulty, the mobs have more hp, more numbers to calculate, so yes, the difficulty is the big problem at this state.
I tested doing that you said, and gives a bit of lag, but nothing compared with high greater rifts, basically because the calculations, is not the same calculate and recalculate 1k damage, than 1 billion damage, atleast is the feel i have.
From what I recall (someone please confirm) Diablo 3 is a 32 bit game not even optimized for 64bit platforms.
The lag issue associated with Hellfire, Rend, etc is a Damage over Time issue. The Pain Enhancer gem does the same thing for example.
Diablo 3 has a very old engine behind it from what I can tell. I know they've made some optimizations fairly recently, but those actually seem to have hurt overall performance where DoTs are concerned.
Personally, I wish they would scrap the engine and just move on with a different platform (and maybe a better version of Diablo).
i just watched Alkaizer playing Gr75 and seems like no lag issue at US servers. only EU has this issue then ?
i dont understand what devs thinking about making a huge patch and dont think about servers can handle this or not.
i ll be really diasppointed if i cant play a season long ...
Is it a problem with the engine/server cpu in reguards to calculations or the servers networking not being able to send back that many calculations per sec?
Yes Diablo is a 32-bit game, but 32-bit programs run perfectly fine (for the most part) in 64-bit environments..including Diablo.
The game engine is not the problem here, the problem is the number of calculations (NOT the size of the numbers) that the server is doing. Unlike many other games that are this data intensive Diablo does almost every single calculation (damage, healing etc) on the server. Other games utilize the clients system to do some of these calculations, but I assume that Blizzard went this direction for a number of reasons (prevent cheating etc).
Yes they could and probably should improve server performace, but this is not a "game engine" issue.
One things worth noting: I had almost no lag ever in Diablo prior to 2.3 launch. Now, menus lag, sometimes buying from Kadala lags, etc. This is new. My connection is otherwise brilliantly clean at 200/25Mbps. Something is amiss in general.
I do thing at least part of the lag is due to the game engine and yes, also how the server handles calculations.
Over all, good game engines handle large amount of data better than poor ones.
D3 is not keeping up with its own development because it is based on a decade old platform.
Also, network speed is possibly the worst metric to determine the quality of your connection (packet-loss etc).
There are various issues at the moment that players wrongly assume is all related to this issue (ISP problems yada yada).
Lag is still here playing ww rend barb when are they gonna fix this shit ? there are tons of posts in the EU bnet forums about this problem and still no word from blizz on this ? what a joke.
"Do you guys not have phones?"