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Apollos

Server Performance & Response Time Improvements

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⚙️ Server Performance & Response Time Improvements ⚙️

After in-depth investigation, we identified a server-side response delay issue (independent of your ping), which became more noticeable during peak hours. This problem caused:

  • ⚠️ Server desynchronization, where actions like skill usage or item pickups could be delayed by 2–4 seconds, even with low ping.

  • ⚠️ Increased server tick rate, resulting in slower response times based on player count. Although our server hardware is powerful, the issue was traced back to a program logic flaw, not performance limitations.


What’s Been Improved:

  • ✅ The server now dynamically compensates based on tick rate, reducing desync during heavy load periods.

  • World process loop optimized, cutting tick rate delays under high load by up to 100%, significantly improving response time.

  • Network loop efficiency enhanced, resulting in up to 100% faster processing of network data.

  • ✅ Removed unnecessary server-side delays during load spikes, eliminating up to 15 ms of added delay.

  • ✅ The client now sends data more efficiently, minimizing delay spikes during congestion and improving response times in general.

🔧 Overall, these changes reduce latency by up to 50 ms in normal conditions and up to 65 ms during peak load.
This should provide a much smoother and more responsive gameplay experience with no downside. Please report any anomalies you encounter during gameplay!


🔄 General Fixes & Enhancements

  • 🐾 Increased pickup pet range, helping prevent pets from getting stuck when collecting items.

  • 👗 Fixed a client crash related to the Jesis Suit, which also caused rendering issues such as incorrect object visuals and elongated shadows.

  • ⚔️ Seraph PVE Formula damage increased. 


Thanks for your continued support and feedback—your reports help us make the server better for everyone! 💖

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