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Old 04-14-2008, 05:49 AM   #1 (permalink)
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For Those of you who try to compare WoW to SL

I decided to make this topic because allot of times I've seen people try to compare World of warcraft to Second Life.

Since the worlds are allot different and SL is allot more complex then Wow they really can't be compared to one another.

but just for argument sake WoW does lag all out sideways backwards upside-down. I mean crazy lag where it takes 2+ minutes to sell junk items to a vender after clicking them to sell.

Spells that take 2+ minutes to cast. fights that stop in mid fight because lagging so bad, and Omg! crash.. yes crash in Wow

I challenge anyone who says different to come to Jubei'thos when its at its peak times and tell me its not lagging.

then tell me that WoW never Lag crashes and has problems like SL


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Old 04-15-2008, 02:57 AM   #2 (permalink)
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That was one thing that shocked me with WoW. Everyone told me how stable and great it was, but I had the same problems with crashing, lag, packet loss, bad frame rates, etc. And WoW splits people into many, many groups instead of one big one.
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Old 04-15-2008, 11:21 AM   #3 (permalink)
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Actually, WoW rarely lagged for me and I never had any crashing problems. Although, a large part of this may be due to me starting on Icecrown, then moving to Area 52 a week or so after I joined. New servers tend to be pretty smooth due to the lower population. It was neat too, since I made a ton from leather working as I was the only person selling armor patches for a while .

As far as comparing the two though, I don't think that it's reasonable to even try since they are so very different by nature.
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Old 04-15-2008, 12:08 PM   #4 (permalink)
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WoW has different server farms. Search for servers on wowwiki to find on in your timezone to start, then check out other ones. That helps with a lot of network problems.

WoW isn't perfect, but Blizzard is RESPONSIVE and KEEPS YOU INFORMED when things go wrong with stuff. One of the must infuriating things LL does is act dismissive of the problem or try to downplay it. Blizzard makes you feel like your problems are their problems.
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Old 04-15-2008, 12:11 PM   #5 (permalink)
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WoW isn't perfect, but Blizzard is RESPONSIVE and KEEPS YOU INFORMED when things go wrong with stuff. One of the must infuriating things LL does is act dismissive of the problem or try to downplay it.
Now, now, you know it's only the icky-poo gremlin-wemlins that make you say such things.
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Old 04-15-2008, 12:16 PM   #6 (permalink)
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Quote:
Originally Posted by Cinthya Loveless View Post
I decided to make this topic because allot of times I've seen people try to compare World of warcraft to Second Life.

Since the worlds are allot different and SL is allot more complex then Wow they really can't be compared to one another.

but just for argument sake WoW does lag all out sideways backwards upside-down. I mean crazy lag where it takes 2+ minutes to sell junk items to a vender after clicking them to sell.

Spells that take 2+ minutes to cast. fights that stop in mid fight because lagging so bad, and Omg! crash.. yes crash in Wow

I challenge anyone who says different to come to Jubei'thos when its at its peak times and tell me its not lagging.

then tell me that WoW never Lag crashes and has problems like SL


I think it depends on the computer. I rarely have problems with WoW on my desktop and laptop. Sure, it crashes on occasion and there can be bits of lag, but really what program doesn't do this? In WoW it also depends on the server density, I'm on Kael'Thas and its not bad population wise. In comparison, SL barely runs on my laptop. I can log in and heaven help me if I have to move or anything. I dunno I can't help but laugh when people complain about the lag in WoW... Its really not that bad... well at least from my experience since I started in July.
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Old 04-15-2008, 12:18 PM   #7 (permalink)
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Now, now, you know it's only the icky-poo gremlin-wemlins that make you say such things.
Yep, same thing that made me cash out so I could do things I enjoy and buy useful products instead of throwing good money after bad. SL has begun reminding me of my first car. Fun to have sex in the back seat, a real downer when it was in for its weekly breakdown.

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Old 04-15-2008, 12:27 PM   #8 (permalink)
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We suggested, years ago, when we thought LL were honestly engaging our compelling asses, that locked objects' geometry and textures be downloaded and stored in a separate cache that didn't get overwritten every time we ported to another sim.

Does anybody know if that suggestion was ever seriously debated?
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Old 04-15-2008, 12:54 PM   #9 (permalink)
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We suggested, years ago, when we thought LL were honestly engaging our compelling asses, that locked objects' geometry and textures be downloaded and stored in a separate cache that didn't get overwritten every time we ported to another sim.
I recall similar requests, perhaps they were yours.

It still seems as if the client cache doesn't actually work, and it is unclear that it ever has. Here's the simple experiment to demonstrate it. Log into a point on the grid. Rotate until all geometry and textures are loaded so that your rotation view is fully rendered. Press Ctrl-Q. Log into the same point. The first thing you see is nothing, then the untextured geometry is filled in, then the textures are loaded (at net speeds, not local disk speeds). I don't think the cache is even intended to store geometry data and if it is storing texture data it is ignoring it. Which really only leaves inventory data which also seems to load dynamically (at net speeds, again) when you open it.

I just did this experiment at secondlife:/Second%20Wildlife/50/158/23 with a draw distance of 64m. I chose this spot because there is very little there. 5 minutes in and with 0.0% packet loss I'm still seeing 16x16 texture loads appear on the Ctrl-Shift-3 console, and there is considerable gray in my view. The texture load diagnostics claim "Textures: 725" "Cache R/W 0/0". Odd.
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Old 04-15-2008, 03:15 PM   #10 (permalink)
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Oh, well, thanks Mal and never mind then.
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Old 04-15-2008, 03:20 PM   #11 (permalink)
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I think it depends on the computer. I rarely have problems with WoW on my desktop and laptop. Sure, it crashes on occasion and there can be bits of lag, but really what program doesn't do this? In WoW it also depends on the server density, I'm on Kael'Thas and its not bad population wise. In comparison, SL barely runs on my laptop. I can log in and heaven help me if I have to move or anything. I dunno I can't help but laugh when people complain about the lag in WoW... Its really not that bad... well at least from my experience since I started in July.




Read my post before you quote me..
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Old 04-15-2008, 03:28 PM   #12 (permalink)
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It seems to depend on the server - I have experienced some pretty bad lag in WoW in certain areas, and I am on a high end system. Ironforge before they added additional auctionhouses elsewhere used to be laggy as all hell at certain times. Same with Oggrimar.
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Old 04-15-2008, 03:29 PM   #13 (permalink)
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It's funny... I've been playing WoW with my SL partner the past couple of weeks, and whereas several times when I wanted to log into SL to take care of customers, logins were restricted, WoW has been up the entire time except for planned maintenance.

I have experienced more lag this time around (it's my third time as a WoW subscriber), but it could well be the geographic location of my server, which I picked because of who I knew there, rather than its physical location. Even so, when I log into WoW the world around me is just there. There is no rezzing; it's just there. Other players take about 10-15 secs to totally load if I'm in a busy place, but after that it's smooth sailing.

I know very well the huge differences between WoW and SL, but the assertion that SL is anywhere near as performant and stable as WoW simply cannot be soundly made.

Every time I've bought or sold anything at the auction house (and there have been many transactions), funds and items were appropriately transfered. I cannot say the same for SL, where I have fielded customer service calls from all three of my businesses due to stale transactions and intersim communications issues.

Something else that Blizzard does that LL refuses to do (even if they once flirted with the idea)? Queued logins during peak hours.
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Old 04-16-2008, 12:40 AM   #14 (permalink)
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Read my post before you quote me..
Why do you think she didn't read your post? It seemed on topic to me.
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Old 04-16-2008, 10:58 AM   #15 (permalink)
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Read my post before you quote me..
k. whatever
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Old 04-16-2008, 10:58 AM   #16 (permalink)
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k. whatever
Jenn, take her to the grocery store
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Old 04-16-2008, 10:59 AM   #17 (permalink)
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Why do you think she didn't read your post? It seemed on topic to me.
I must obviously have not *gotten* something.
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Old 04-16-2008, 11:00 AM   #18 (permalink)
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Jenn, take her to the grocery store
Indeed
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Old 04-16-2008, 11:15 AM   #19 (permalink)
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You really can't compare rez times between SL and WOW. In the case of WOW most all the playing area is static and loaded on your hard drive before you get there. In SL almost everything is constantly changing (user created, remember?) and has to be dynamically loaded. And the test of the viewer to see if it's keeping things behind you in cache was a nice exercise but I think the blog noted months ago that LL had limited the cache to the scenery in front of an avatar only, to cut down on viewer side lag.

I like WOW, but it lags, crashes, and goes stale for me about as much as SL.
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Old 04-16-2008, 12:02 PM   #20 (permalink)
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You really can't compare rez times between SL and WOW. In the case of WOW most all the playing area is static and loaded on your hard drive before you get there. In SL almost everything is constantly changing (user created, remember?) and has to be dynamically loaded.
This isn't news to anyone. The fact is that the overall user experience in SL almost overwhelmingly sucks in compare to WoW, from your first moments in-world to your first experience in a crowded sim (40 people in the same sim? ZOMG RUN!!!!)

I would argue that SL is simply ahead of its time. It requires more bandwidth and more processing power (both on the server and client side) per user than anything else out there right now, and it's going to take years for both their infrastructure and their player base to catch up.

But at the end of the day, your average user doesn't give a damn where the assets are coming from. They just know that when they try to buy stuff in SL they lose their money without getting anything in return and that navigating through a crowded sim is an exercise in patience- assuming they're able to log on. Only a precious few are willing to put up with that.
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Old 04-17-2008, 01:54 PM   #21 (permalink)
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then tell me that WoW never Lag crashes and has problems like SL
No lags, no crashes, runs like silk.

My experience is evidently not typical!
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Old 04-19-2008, 09:29 AM   #22 (permalink)
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It still seems as if the client cache doesn't actually work, and it is unclear that it ever has. Here's the simple experiment to demonstrate it. Log into a point on the grid. Rotate until all geometry and textures are loaded so that your rotation view is fully rendered. Press Ctrl-Q. Log into the same point. The first thing you see is nothing, then the untextured geometry is filled in, then the textures are loaded (at net speeds, not local disk speeds). I don't think the cache is even intended to store geometry data and if it is storing texture data it is ignoring it. Which really only leaves inventory data which also seems to load dynamically (at net speeds, again) when you open it.
My connection is very slow which makes it easy to notice speed difference between network loading and loading from disk cache. There's huge difference between loading things the first time and doing it again for me, especially with longer drawing distances. Literally between minutes and seconds. Similar and very noticeable speed differences occur between opening texture file for the first time and re-opening them.

Given that, i have to conclude the client cache does work at least to certain degree.
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Old 04-19-2008, 11:19 AM   #23 (permalink)
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Given that, i have to conclude the client cache does work at least to certain degree.
I believe that the cache does what it's supposed to do- it just seems to work differently from what most of us would expect.
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Old 04-19-2008, 01:44 PM   #24 (permalink)
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I can't readily compare having heart surgery and visiting Hong Kong.

But I can tell you which one I'd rather be doing now for obvious reasons.
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Old 05-27-2008, 06:11 PM   #25 (permalink)
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I played WoW for a few weeks back in 2006, but quickly got bored with endless reruns of the same hack'n'slash whenever you got killed. Nevertheless, it ran like a dream. Only some lag in *very* crowded areas and nothing even ontologically comparable to SL's constant rez & lag spike fest encountered by this transitional gamer, so I cannot agree with the OP.

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You really can't compare rez times between SL and WOW. In the case of WOW most all the playing area is static and loaded on your hard drive before you get there. In SL almost everything is constantly changing (user created, remember?) and has to be dynamically loaded. And the test of the viewer to see if it's keeping things behind you in cache was a nice exercise but I think the blog noted months ago that LL had limited the cache to the scenery in front of an avatar only, to cut down on viewer side lag.
How about this idea? When Third Life finally launches sometime after 2030, couldn't you make it so that the world is stored on your hardisk (like in WoW) and every time you log in, changes to the world since your last visit were updated to your computer (meaning changes to the material world, not changes to avatars, avatar position etc)?
That way the only new stuff needed "rezzing" in game would be things changed during your gaming session, provided you went to such areas in the first place.
And of course, building and stuff would take place "outside" the world, much like in The Sims, and only entered at a given moment when the builder resumed his gameplay.

I must be a genius. Now, why did not LL think about that? *lol*

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