Claude47 Posted March 13, 2015 Share Posted March 13, 2015 (edited) Hi The development team.TIP1This is my advice for opimization for Warframe.x64.exe using libraries.Tip link=http://msdn.microsoft.com/en-us/library/aa288466%28v=vs.71%29.aspxExsample split Warframe.x64.exe[24mb] functions for 4 libraries[6mb each] thensize drop about 90% and is faster update, controlling is faster.Warframe.x64.exe[1mb][main function]Lib1.dll[6mb][uI]Lib2.dll[6mb][update]Lib3.dll[6mb][check&defrag]Lib4.dll[6mb][play functions]And if want update functions then update only Lib2.dll ohters can be same.So need lower bandwidth to update files.Debuging is faster using only libraries, if is crash then main functions dontcrash easyly and main can fix libraries calling them functions again.Main[24mb]all functions inside crash then cant be usedMain[1mb][OK]Lib1.dll[6mb][ok]Lib2.dll[6mb][crash]Lib3.dll[6mb][ok]Lib4.dll[6mb][ok]If lib2.dll crash main seeing it it call function again if not working then printerror message.try{ call lib2.dll functions}catch{"update failed tryingagain";goto main functions}Ohter this way is faster Main functions exsampleWarframe.x64.exe[1mb][PC] and Warframe.exe[1mb][PC]Can be used same libaries if libaries functions support it.Now game has PS4 and Xbox one so they main functions is diffrent but can usesame libaries Lib1.dll & Lib2.dll & Lib3.dll & Lib4.dll ------------------------------------------------------------------------------------------------------- TIP2At last file sizes F.TextureDx9.cache[4gb] this is too much for file size if thisfile corrupted then need download all 4gb file. Split using CD size[700mb] get;F.TextureDx9.cache[4gb]split toF.TextureDx9.cache1[700mb]F.TextureDx9.cache2[700mb]F.TextureDx9.cache3[700mb]F.TextureDx9.cache4[700mb]F.TextureDx9.cache5[700mb]F.TextureDx9.cache6[500mb]Most people using hdd disk drives so avg speed is 25mb/s.So 700mb/25mb=28s load to memory and4000mb/25mb=160s load to memory.4000mb(file corruption high)[DVD size]700mb(file corruption lower)[CD size]This update is too big for update 15.2.0.version but try out if is faster infuture usage. Example update 16.0.0[get all this update functions working]Thx all support team reading this message.I hope this help people with crash / corruption get lower. ------------------------------------------------------------------------------------------------------- TIP3Hosting system i think need fix up better way.4 players choice who is best connection put score system.Exsample client->Warframe server(ping)Score points webspeed0-50ms [5]50-100ms [4]100-200ms [3]200-500ms [2]500-1000ms [1]so client find best score point with squad has so that be to host.Mr Claude47:Player/software engineering Edited March 13, 2015 by Claude47 Link to comment Share on other sites More sharing options...
Sneering_Viper Posted March 13, 2015 Share Posted March 13, 2015 what he said.... Link to comment Share on other sites More sharing options...
3thereal Posted March 13, 2015 Share Posted March 13, 2015 The first two points are valid enough. The last point isn't true, you should also factor in packet loss in your Host calculation. You can have a fast connection that drops many packets and in that case that player wouldn't be the best host. Link to comment Share on other sites More sharing options...
Claude47 Posted March 13, 2015 Author Share Posted March 13, 2015 Thx for fix TIP3 i correct caculation with "packet send/packet received*packet latency=total ping with corrpution lost". Exsample packet 4 send/ packet 4 received*packet latency 100ms=100ms no corruption packet 4 send/ packet 3 received*packet latency 100ms=133ms with corruption packet 4 send/ packet 2 received*packet latency 100ms=200ms with corruption packet 4 send/ packet 4 received=1 factor no corruption packet 4 send/ packet 3 received=1,33 factor is so small with corruption packet 4 send/ packet 2 received=2 factor is lot with corruption thx to 3thereal for information and fixing calculation. Link to comment Share on other sites More sharing options...
chofranc Posted March 13, 2015 Share Posted March 13, 2015 Nice tips dude, i really like to they implement this in future updates :) +1 Link to comment Share on other sites More sharing options...
aim4it Posted March 13, 2015 Share Posted March 13, 2015 Did you test to see if their sending the whole files or calculating the difference then just sending that? Link to comment Share on other sites More sharing options...
Claude47 Posted March 14, 2015 Author Share Posted March 14, 2015 Hi aim4il if you mean TIP3 meybe i explain too sort harder explains is here. TIP3-explain: pings with caculation and error client->ping->warframe-server All players with squad ping same time warfame-server with "packet send/packet received*packet latency=total ping with corrpution lost" calculation with error delay 0ms time Player1=100ms Player2=110ms Player3=115ms Player4=120ms at last player responce time 200ms-1000ms now is hard part choice best caculation with player all players responce time is diffrent so all client need wait some time when all client is ready to choice best player. prosessing with list take some 10-100ms time and choice best player with that ping-list. if choice go over 1s time then fast reponted with player go frist to host. client has time 1s=1000ms choice best player Link to comment Share on other sites More sharing options...
Claude47 Posted March 14, 2015 Author Share Posted March 14, 2015 Ohter choice is TIP3 meybe is too save score in memory and use that later host migration sytem score choie best player. Player ping->warframe server->score to memory 1-5 then squad with best score wins =) Link to comment Share on other sites More sharing options...
aim4it Posted March 14, 2015 Share Posted March 14, 2015 No it wasn't. Link to comment Share on other sites More sharing options...
Claude47 Posted March 15, 2015 Author Share Posted March 15, 2015 (edited) No i dont test if they servers sending whole files, but caculating differences is diffrent story.Understanding how hosting and sending files then can calculate diffrentes each file or packet.file dont have delay read.Harddisk has delay(seek time) move sector to read file.Harddisk if file inside track time is 2x slower read, but if file outside track is ready same as ssd-drive.ssd-drive dont have moving parts so delay dont have, but reading big file take time to read memory.packet has (payload)data=file data.multiple packets has fill file data.if need more reading i put links to read.http://computer.howstuffworks.com/hard-disk.htm (harddisk)http://computer.howstuffworks.com/solid-state-drive.htm (ssd)http://computer.howstuffworks.com/question525.htm (packet)https://tools.ietf.org/html/rfc3393 (packet-long-read) some people know rfc documents. (Advanced Hard Drive Data Recovery) Edited March 15, 2015 by Claude47 Link to comment Share on other sites More sharing options...
Claude47 Posted March 21, 2015 Author Share Posted March 21, 2015 TIP4Enable IPv6 usage:This commands need usage cmd-console:1.net start iphlpsvc(service)2.netsh int ipv6 set teredo client teredo.trex.fi(if client dont work try enterpriseclient)3.netsh int ipv6 show teredo State:qualified(enabled) or dormant(standby) if type is "disabled" is need enabled 4.route print check interface list "teredo tunneling psendo-interface" installed check interface teredo id-number check ipv6 route table that teredo id-number is frist "::/0"5.regedit->[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\services\Dnscache\Parameters]->AddrConfigControl:dword(32bit)value=06.ping ipv6.google.comThis meybe help some people has router no support upnp or nat-pmp so need enable client usage ipv6.exsample options->ipv6->enable/disable(experiment usage) if works then use it.Client now working with ipv4-support but no ipv6 in future support.It be nice if warframe is frist game with ipv6 support in game =) c# coders guide https://msdn.microsoft.com/en-us/library/windows/desktop/ms738649%28v=vs.85%29.aspx for client usage ipv6. Link to comment Share on other sites More sharing options...
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