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Reason for slow map loading?

PostPosted: Sun Aug 05, 2012 3:31 pm
by Silphatos
it seems only i am having this issue. though i get a decent connection to stockholm from my country. what is the reason for slow loading of maps?

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Re: Reason for slow map loading?

PostPosted: Sun Aug 05, 2012 6:58 pm
by Zou
What do you mean by 'slow loading of maps'? Also, those speeds aren't very good at all.

Re: Reason for slow map loading?

PostPosted: Sun Aug 05, 2012 7:10 pm
by loftar
They may not be that good in absolute terms, but it should be more than well enough for playing Salem. :)

Re: Reason for slow map loading?

PostPosted: Sun Aug 05, 2012 7:15 pm
by Silphatos
it is 8 mbit normally but that is what i get from sweden. maybe server not giving me bandwitch because im too far. :/ cant forage this way just stuck in one square.

by slow loading i mean there is a black "Loading..." screen for like 5 minute or forever when i move out of one square.

Re: Reason for slow map loading?

PostPosted: Sun Aug 05, 2012 7:22 pm
by loftar
It might be that this is related to this thread. Thinking about it from the perspective of this thread, it might be that certain routing paths might have trouble with the burst of map fragments that are always sent in reply to a map request from a client. It might be possible, then, that both of these problems might be fixed by the client telling the server which fragments it already has received and therefore could be elided.

Re: Reason for slow map loading?

PostPosted: Sun Aug 05, 2012 7:49 pm
by APXEOLOG
Man i play Salem through 64kb/s GPRS modem. That's enough (oh, only if you accept 3000 ping, map load time ~ 10 secs per grid, and you cannot do anything while terraforming ofc :D )

Re: Reason for slow map loading?

PostPosted: Sun Aug 05, 2012 8:52 pm
by Silphatos
loftar wrote:It might be that this is related to this thread. Thinking about it from the perspective of this thread, it might be that certain routing paths might have trouble with the burst of map fragments that are always sent in reply to a map request from a client. It might be possible, then, that both of these problems might be fixed by the client telling the server which fragments it already has received and therefore could be elided.


nah just checked that thread did what they say and still pretty the same. nothing changes. i think im gonna stop playing till open beta with a good client which can defy if it got the fragments or not.