As a retired programmer with decades of realtime experience, it seems to me that the high rates of lag and CPU usage are almost certainly due to a defect in the user end of the game engine code. It appears to be a bad model of polling for transaction events.
I have noted 98% of my CPU cycles being used by either of the Jagex client or Firefox in the game, when the game is relatively idle. Yesterday, the Jagex client was consuming 42% of the CPU cycles from the lobby, while not in a world! What are you doing to analyze and reduce this lag?
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See previous answers about obfuscation and the cluster flutterer, and Optimus. We don't program to be slow - but it's an unfortunate side effect of having to protect our software from cheaters.
13-Apr-2012 18:02:38