Due to higher activity, players can now experience some inconvenience. In short, there isn't a bug to fix to get rid of the lag. There are several areas that could be improved and we are working to continuously release optimization in order to improve client and server performance. This is important for us and we hope to improve the experience for players in the upcoming patches.
Just want to tell, I'm not in coding so I can be wrong, but I'm not so sure about the red part.
I think there are two kinds of lag, and people don't really all talk about the same thing here.
There's the "usual" lag (constant).
The one that makes every action take a certain amount of time to complete.
And the more people there are on a server, the more this lag is (was?) present.
For example I remember an Hydra event a few months ago, there were about 150 people hunting in the same place.
The loots would appear 1 minute after the looting action.
Teleporting took 1 minute.
Converting shrapnel took 1 minute... etc...
Basically every action that required a server calculation took 1 minute.
I have noticed that this lag has been recently seriously worked on, and even almost eradicated.
I have been the last 2 days in Jason.
There were also about 100/150 people hunting Mul there, and I felt absolutely no lag, no delay on the actions, everything was very smooth.
So thanks for that, really good work here.
But there's this second kind of lag that people talk about, which actually should have another name, because in my opinion it's more of a "freeze" than anything else.
It's those "lag spikes" that appear from time to time, that make everything stop for a few seconds.
This one appeared with the implementation of VU 17.1 (03/03/2020).
And I could be wrong, but so I think it is due to something very specific (in the coding or the infrastructure) that came whith this VU.
I assume you're still working on it, and I can imagine it's not easy to find the cause of it.