Lag/latency has always been an issue for many players, while many can be remedied with tweaking and optimizing ones PC and through either better internet packages and or networks. There is one server side item that effects everyone in game and if addressed could increase performance 10 fold for everyone, and that is the item update range.
In layman's terms the update range is a physical box (your screen) where items/characters/NPC's/Monsters/Houses and other items are downloaded to your client. This also includes items in containers like backpacks and even also includes your bank box. Yes virtually your bank box travels with you, though unseen and inaccessible to others they are yet still rendered.
This is why for the most part you lag and also get server hic ups from time to time. Also some aspects of this is responsible for the memory leaks in both clients.
The Fix
One solution would be to treat double clicks as requests. Lets say you go to luna and shop for an item. Everything on screen is downloaded to your client. This is everything, all the vendors, their items, the name of those items as well as properties. Instead of all this information, all this data being pumped to the client, instead a double click on a vendor sends out a request, then the items are downloaded and displayed. I dont need the thousands of other items downloaded on 30 or so vendors if I am not looking at them. Thus opening a container or paper doll would be a request and that data downloaded and displayed.
The same holds true to PCs and NPC items. Everything is downloaded. If you open someones paper doll and look at their armor. Those properties on those items were downloaded and cached in the update range. I don't need that information unless I request it.
If this or client side filters of this data was set up it would greatly improve performance.
In layman's terms the update range is a physical box (your screen) where items/characters/NPC's/Monsters/Houses and other items are downloaded to your client. This also includes items in containers like backpacks and even also includes your bank box. Yes virtually your bank box travels with you, though unseen and inaccessible to others they are yet still rendered.
This is why for the most part you lag and also get server hic ups from time to time. Also some aspects of this is responsible for the memory leaks in both clients.
The Fix
One solution would be to treat double clicks as requests. Lets say you go to luna and shop for an item. Everything on screen is downloaded to your client. This is everything, all the vendors, their items, the name of those items as well as properties. Instead of all this information, all this data being pumped to the client, instead a double click on a vendor sends out a request, then the items are downloaded and displayed. I dont need the thousands of other items downloaded on 30 or so vendors if I am not looking at them. Thus opening a container or paper doll would be a request and that data downloaded and displayed.
The same holds true to PCs and NPC items. Everything is downloaded. If you open someones paper doll and look at their armor. Those properties on those items were downloaded and cached in the update range. I don't need that information unless I request it.
If this or client side filters of this data was set up it would greatly improve performance.