Huge lags after the new patch

Ok a ranked Teamgame we were about to win just disconnected after over an hour. Nice. Will from now on only go online to make the challenges and will not play anything more, maybe some trolling until the last person gets this game in this patch is ****. Have fun

I noticed the stuttering only happens in live games, watching a recording is smooth.

Edit: also, I unistalled the game from my HDD and reinstalled into an SSD drive, now the lag is gone!

Same stuttering issue. Short freezes <1s every few minutes. Running AOE2 DE steam version on a fairly high end PC (X570 Taichi mobo, Ryzen 7 3800 8-core processor, 2070 super GPU, 32GB RAM). No issues previously.

Same here, any updates?

Same here. Ultra lof FPS with a 4k computer (2080TI, 3050x AMD, 32gb ram) and lag spikes like ■■■■.

Impossible to play.

No updates here, team sseems to be talking more about cheat code “going above and beyond” not working for some people, because there have to be prioritys, there is sadly no time to look into this issue xD (Going above and beyond cheat isn't working) got an answer some hours ago…

microsoft, what takes so long to find that bug ? its getting really annoying. please hurry. its really massivle disturbing

it has nothing to do with ssd. my game is installed on ssd since beginning.

The Mod already answered in this thread and told us fix is in progress, maybe read before you complain nonsense.

Hi! Any news?

Thank you.

Don’t know man, it seems you are the one that is butt hurt.

I did a reinstall after pc format and it still does the freezings, I’m on steam. I heard microsoft store peeps dont have issues but only heard about it.

Hey everyone! As an update: we’re aware of issues you’ve been reporting since the launch of the July Update (39284)—in particular, an unfortunate performance issue that’s affecting both single player and multiplayer. The team is working on fixes now, and while we don’t have an exact timetable, we did want to let you know that we’re preparing a hotfix and will get that in your hands just as quickly as we’re able.

Hang tight for now and thank you, as always, for your patience!

Continuing the discussion from Huge lags after the new patch:

I also have this issue, every 15 seconds or so is a second long hitch in frametiming. This never happened before this most recent patch. Happens in offline modes as well, its not my rig.

Other steam users reporting the same: https://steamcommunity.com/app/813780/discussions/0/3938911974192356373/

what? this lag is happening in single player mode as well?

i’ll be damned I played a few single player game against AI and never noticed a thing. maybe because theres always lag I treat it as normal.

As annoying and unfortunate this issues is, BIG thanks for at least keeping us up to date. Lets hope it can get hotfixed soon!

Thank you for the update and for making that into a hotfix. Feels good to know this is under investigation. GL

Thanks for your communication. It’s good to know that you plan to fix it via hotfix and not with the next monthly patch (which would have been a terrible decision!).

Could you please start testing new patches before their release now? Most of the problems past patches have brought are not hard to detect, so I suspect (to my surprise) that there is not a lot of proper testing done to see if everything works.
I’m sure the community would be very willing to help with such testing.

As I’ve only seen the small freeze with the Steam version, not the MS Store version, I’m wondering if they test the MS Store version. I’d guess the implementations consist of a shared main body of code, with two wrappers around it, one to make it a desktop app for Steam, and one to make it a UWP app for the MS Store. It’s possible that they’ve never seen different behaviours between the two like this before. Bear in mind that testing teams are always under pressure to find ways to make testing as cost-effective as possible, so I can imagine that if the wrappers haven’t changed, they wouldn’t see a need to test both versions. I worked on a product in the past where a full regression test took about 30 person weeks of work. It was only economically viable to do that fairly rarely, and if you find a bug after 29 of those 30 person weeks, what do you do? You can’t afford to just start all over again with the 30 person weeks of work. So you try to predict what the code change to fix that bug could possibly affect, and test only those things. But it’s in the nature of software development that bugs arise when you fail to correctly predict such things. Ultimately, the game is better for them making these judgements and sometimes getting it wrong, rather than spending all the budget on testing and only doing 1/10th of the development as a result.

Bugs that can appear easy to detect often aren’t easy to detect when instead of looking at what you have to do to see the bug, you look at what a testing plan would look like that would be guaranteed to detect all bugs of that nature. They don’t know in advance what the bug is, so only a testing plan that covers all possible bugs that would be regarded as that easy to detect is guaranteed to detect any such bug, and the work to carry out that testing plan would be substantial. As a simple example, imagine there was a bug where you can’t make one unit of one civ. You click the icon or press the hotkey, and nothing happens. When you know the civ and unit, sure, this is really easy to detect. But a testing plan to guarantee there are no such bugs would entail someone playing a game with every civ and making every unit that every civ can make. And maybe it might work for a hotkey but not clicking on an icon, so you have to make every unit of every civ both ways. That becomes a sizeable chunk of work. And that doesn’t even get close to covering all bugs that people would regard as easy to detect.

Still: team has to answer questions about a minor thing, while they could be working on the real gamebreaking bugs…

Viper gone back to old patch in his 1v4 extreme AI stream/video, because of horrible lag, but the community manager is asking the team about cheat codes. I think my argument still is alive kind Sir