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Game Performance changes by Matt Firor, Game Director




Hello! I suspect we'll get questions about performance more than a few times today, so I prepared a description of what we have going on to address performance concerns - on a number of fronts.

Even though there is very little new information here, we definitely could be doing a better job of keeping everyone appraised of how things are going while we are in process. We will be better messengers in the future keeping everyone up to date on longer-term fixes and updates.

First, server capacity. As we all know, we had server capacity issues a few months back, especially on the PC EU servers. We were forced to temporarily cap the number of concurrent users on PC EU and put up a queuing system to enforce it. We got the new capacity online for PC EU in a week, and added that same capacity for PC NA (which was very close to experiencing the same problems). We took the queuing system down, and we can now support the concurrency demand we are seeing.

Second, the looking for group system. As we posted last week, we are working on a 100% revamp of this system, which is mostly used for Dungeon and Battleground queuing. We have a version done that we are testing in-house, although it will be a while before it goes live. We want to make sure that the solution we have scales correctly and will support the now massive numbers of players that are using the system. We are planning for revamped LFG system to be in Update 24, depending on how testing is going. Until then, we will continue with the only solution we have (which we posted about last week in the LFG update) - cap the number of players in the queue. We know it is extremely frustrating to not be able to queue for dungeons and BGs and get "cannot join queue" when you try, but at least now once you get into a queue successfully, you should be able to join the dungeon or BG.

Third: overall performance. Rich talked about this in his end of year message six months ago: we are currently implementing sweeping optimization and memory management client architecture changes that should improve client performance and especially client stability. These optimizations will be most noticeable on lower-spec PCs, base Xbox, and base PS4, but overall everyone should notice better stability and performance. This is scheduled for Update 24. Additionally, we have another set of optimizations scheduled for Q1 next year that will reduce the client "footprint" requirements and should speed up loading times.

Fourth: Longer term, we are in the beginning stages of combat system performance improvements that should improve overall game performance in Cyrodiil and Trials. Stay tuned for updates on this.

Obviously if anything else crops up, we'll investigate. I know that it can seem like it takes an inordinate amount of time to address performance problems, but we need to take our time and make sure that we don't introduce new issues while we do this. Thanks for your patience, and we will keep you updated. Source: https://www.reddit.com/r/elderscrollsonline/comments/bwdb0r/welcome_to_the_elsweyr_update_22_aua/epwuxj0/

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Unknown member
Jun 04, 2019

You're welcome mate, it's nicer to read it here without all the accompanying negativity you see on the forums or Reddit.

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Unknown member
Jun 04, 2019

Thanks for posting this, Matt. Saves me the trouble of actually paying attention to update notes/news myself x)

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