Wow spell queue delay9/12/2023 ![]() ![]() MoveMaps have been coded and enabled in the whole game world since May 2013 and haven't been changed since then. Fortunately, we don't have to multiply our player counters by 2 to build up hype, as some popular servers do. Such exceptionally low diffs were achieved by countless optimizations over the years. Here is a screenshot of 4000 players online with diffs ~65ms on average: click. However, we can guarantee the core easily supports 4000 players online, because it has already supported in the past. We say "expect", because we haven't yet reached 4k since latest optimizations. We expect diffs to be ~40ms on average 4000 players online. We have managed to lower diffs to ~20ms (milliseconds) on average 2500 players online. You can check current and average diff (average in the last ~10 seconds) using ".server info" command ingame. Diff adds up to your network latency (explicitly shown in the game client) and creates final delay you experience while playing. The longer the diff is, the longer you wait for your actions to be processed (running, casting spells, etc.) and the less dynamic the game is. Update time diff is the time it takes the server to process all current tasks. You'll find more informations below.įirstly, we will have to explain what "update time diff" is (we usually refer to it as "diff" in short). ![]() That's over 99% of bugs fixed! The BugTracker hasn't been cleared since May 2011.īesides fixing the most obvious part, which is the content (quests, instances, spells, etc.), we have managed to rewrite major emulator structures and systems to eliminate more general bugs and problems, and also to optimize it. At the moment of writing this, there are over 5600 bug reports fixed and only 25 bug reports open (unresolved). Over the years thousands of players have been reporting all spotted bugs. The most rational way to assess the current development state would be to check our BugTracker statistics. ![]()
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