So much fun to play a game for 30 minutes, get upset by the lag and try to quit out and reconnect only to be force FQed. Or to do half your daily, and be forced to reconnect to deal with the lag. Who cares if the game is imbalanced if it is hardly even playable.
It is definitely not my side. Many other people have this same issue where the game gets incredibly slow after being open for anywhere from 20-45 min and practically forces to restart the client.
It is a problem that I have also and a lot of other people have also. A lot of matches I play, people DC and reconnect all the time to get rid of that lag. It happens after about 3-4 of my games and especially that new UD map design.
It happened to me after 2+ years of playing w/o it. It's a recent problem and stops me from livestreaming the content for long. I believe the people know about it already, they should be working on it now.
The stutter reminds me of a problem with java garbage collector. From my expirence the easier solution is to start the application with higher maximum heap space. Also changing the garbage collector type and parameters may help. And of course you can reduce memory usage, I don't think PN really needs more than a hundred of MB but with java is easy to see the memory footprint grow if performance are not your priority.
To make it simple I think the problem is the way java handles memory, and a workaround should be easy for the developers, but I may be completly wrong .
It may not be that easy to find where it leaks, but in this case it seems rather big leak since it takes 30min for average user to get performance issues.
Java can't have leaks actually, except for very rare cases. Unused, useless allocated memory that slows it down, yes, but it is not a leak.
I think it comes from starting/closing games. If I'm just sitting in chat it never happens, but if I do a couple of campaigns or spectate a few games then it starts. Maybe its purposeful to slow down farmers.
In Java when you create a variable to store some data (one of the basic building blocks of managing game logic) eventually you don't need it anymore and Java's garbage collector is supposed to come along and eat all of the no longer useful variables. When the garbage collector fails to do that properly as you run the client you get the stutter lag, when the garbage collector loses track of the variable entirely (more prevalent in programming languages where you have to do the garbage collecting manually) you get a memory leak. Don't make me explain what a heap is, for our purposes it is a structure for storing data, if you make the heap size bigger you can store more data.