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Tsumuku

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Tsumuku
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  • Glitching textures?

    In the driver control panel it varies what you need to click on by driver version and operating system. It should be somewhere in power saving settings that it offers to adjust the refresh rate when on battery.
    To rule out needing to repair the installation everytime, can we go a few times between and make sure that the game closing is enough to resolve the issue, because it may place us on the right track.
    I know that Intel has a long standing issue with some of the shaders that this game uses, as well as it's textures. It may be worth while to go into the game settings and adjust all graphics options to their lower settings, as well as making sure shadows are off.
    Chaikat
  • Glitching textures?

    With that you're using, it may be the video drivers, especially if you've opted to move to Windows 10. Sometimes an older version may help. It is also an issue with the Pro/Elite book line with integrated graphics that they don't like to use the adaptive refresh rate for power scaling. It should be in the Intel Control panel.
    Making sure that the drivers are up to date may help. In some cases, choosing an older driver has been found to help as well.

    But none of that would explain why you would have to repair the installation every time unless your hard drive is failing.
    Chaikat
  • Glitching textures?

    I would hate to come across an issue that was making me waste Elite passes.
    This may be best set for Technical Support, as it isn't a widely reported/spread issue.

    That being said, without more information about your computer it will be incredibly hard to help. Texture corruption usually relates to your graphics card/adapter. I would be quick to suggest possibly trying a different version of driver for you video card, however with the mention of needing to repair the game every time it lessens that as being a likely cause of the error. If the data is constantly becoming corrupt, that could be the result of a failing HDD or a really terrible anti-virus (the likes of which hasn't been seen since the early 90s).
    Chaikat
  • Server Merge

    What is it exactly that you mean by "Megaserver". What you're describing sounds like a virtualized server environment, which is exactly what Nexon NA currently does for it's games. This transition was done near the end of 2010 when Nexon's IT head partnered with Dell and VMWare to launch their services on ESXi. It was right at the time that redistributed IP addresses once belonging to Mabinogi Channels to Vindictus, and upped the channel counts across all Mabinogi server. Right now, as it appears, Ch.H + Ch.1->Ch.3 are one cluster, and Ch.4->Ch.7 are the other for every server group.
    The only thing that I'm hearing as a difference is that you're expecting an increase in spawn rate. This increase may not be desirable.
    I also saw a call asking others how their experience was on other games with a system like this. That is a subjective opinion based on the performance of a game that was built to thrive in this type of an environment. Given the age of Mabi, and the way that the client is written, I don't think that it would be a far stretch of the imagination that it isn't a highly parallelized server environment, and that it would prefer high clock speeds over high core count, meaning that more modern server CPUs aren't going to provide the performance benefits that you're looking for.
    I would suggest a system which works a little more like Tera, where you have seamless server switching by zone and then you can choose channels within that Zone. However, such a system would require nearly a rewrite of Mabi, or at worst a hobgobbled hack of a solution that would have no real concept of stability.
    Personally, given the way that I understand Mabi to work, I would go for a slow thought out migration of servers. If during every maintenance they added 1 hour where they brought over characters and recreated the bank, targeting the most active players first, it may come out okay. I can't imagine that it would be terribly difficult to make a script that backups the database containing characters, compiles a list of size X for players Y. Iterates through players, logging it's activity, creating that character on the migration server with a new bank tab for it and takes 1/(Character Count) gold from the players bank to deposit in the new server. Handling name conflicts wouldn't be terrible if you made the players aware of the change that was coming, let the player that is less active know that if they don't respond by the next maintenance with a new name that doesn't conflict their name will be suffixed with a number.
    It's not a perfect solution, but it does let the transition occur more smoothly than it otherwise would. There may still be some issues with Homesteads, and marriages.
    For someone in my position I would prefer having to redo a few steps in place of losing my levels and AP hoarding.
    kapapa
  • Is there really no way for Mabi..

    @AlmostNotsuper The game isn't poorly optimized, though that would be a good excuse for it's poor performance. It's issues come from the fact that during it's development Single Core, Single Thread computers with massively pipeline cores were the norm, and processor performance was still far greater than graphic card performance . That means that a lot of the tasks in the game are pushed through your processor, and very little of the GPU is used.
    Right now, most computers that are being sold are relying on parallelism to increase their efficiency and performance. This can be seen by comparing a Pentium 4 with modern budget processors. When you're running a task that only uses one thread, the Pentium 4 is still a decent performer, especially if you don't need many branch predictions as you'd be able to utilize the Pentium 4's massive pipeline (Thanks NetBurst ~.~) . If you compare it to a $200-$250 laptop from today you'll see that the Celeron or Atom that is in that machine is still slower on the single thread performance.
    That difference in processor architecture, combined with changes to Window's thread scheduling is really the underlying cause for Mabi's performance.
    It is easy to just say they need to optimize it, or move it to a new engine, it becomes far more difficult to do that. For the technology that was available at the time of development, Mabinogi does very well.
    If this is too long, then all you need to know is, buy an Intel processor with a high clock speed, overclock it if you can, and you'll get decent performance.
    GretaAlmostNotsuperCawaicaChaosShadow