I am sure NF is discussing this problem and trying to identify the main cause(s) of it.
As a network engineer and systems developer, I will offer my opinion from the end- user perspective only.
The symptom received by the end user is that the screen froze, but sound and events continue. There is very little the end user can do can restore the display to normal, but must wait out until the screen graphic recovers. Delays can be anywhere from milli-seconds to 30 seconds or more. Graphics appear to lose synch with what is being broadcast.
The problem appears most often during large occupancy games with several CVs. Blitzkrieg does not suffer as much as Great Battle 2 or CV-Only games with large CV battles. Extra large GB2 games (>64) also pose problems.
It also appears where the AA and Fighter activity is most active. It is most apparent when you move your screen into those high activity zones. Not so much when your screen is in a low activity zone.
Since CVs produce dozens of aircraft (sprites), each peforming its own set of graphic change, and the several AA ships blasting away, are creating a tremendous amount of graphic change information that has to be transmitted from the NF server to the end clients (multi-cast). At some point packets (ATM Cells) are lost and not retransmitted. Buffers overflow and data is lost. Network speeds for end users are inconsistent, multiple hops and low bandwidth bottlenecks exist. There is no direct connection to NF servers and everyone of our ISPs has policies in place to abandon or discard packets at its convenience due to network congestion. Older routers may have insufficient memory and are overflowing.
But why does Navyfield limit the number of CVs to 8 in GB2? The answer is obvious, CVs cause lag. They cause lag because of the number of sprites moving and the AA that goes up against them.
A BB or FF moving and firing guns is minimal. A sub or cruiser launching torps is minimal.
A hundred fighters and bombers and AA firing at rapid fire rates is a lot of sprites and graphic information. It isn't the size of the sprite, it is the volume of them.
Lag is due to graphic synch failure. Too much data being sent, some of it being lost enroute to the client's display. Some of it is probably lost inside the Client's PC, most likely in the graphics card, where low memory setups will have small buffers and overflow.
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