So.. culling is NOT completely gone then?

So.. culling is NOT completely gone then?

in Clockwork Chaos

Posted by: Edge.4180

Edge.4180

Sure, it was annoying not being able to see all the other players around me in crowded areas like cities. But invisible players weren’t really the big problem back when we had the original Southsun invasion update. It was the packs of invisible karka that were slaughtering all the invisible and visible players alike.

When you said you had turned off culling in PvE, I naturally assumed you were talking about the meat of the PvE culling complaints: the invisible NPCs/monsters. Else, why did the player-model changes take so long to make their way over from PvP to PvE?

During these clockwork invasions I find myself surrounded by visible (yay!) players, but invisible (boo!) hostile mobs. A crowd of Aetherblade nameplates floating in the air isn’t really doing it for me, and for this event I have my player model quality at minimum and the range at maximum.

Why is it still taking 10-20+ seconds for these NPCs to show up? Most of them are dying and becoming corpses before they even render.

So.. culling is NOT completely gone then?

in Clockwork Chaos

Posted by: Sanctus.8350

Sanctus.8350

That isn’t culling, its hard drive latency.

So.. culling is NOT completely gone then?

in Clockwork Chaos

Posted by: Edge.4180

Edge.4180

That isn’t culling, its hard drive latency.

No, I don’t think so. The problem with karka being invisible was a culling issue. Even the developers confirmed that during the Southsun update.

Also, when I’m running across the world now, monsters are immediately coming into view. In fact, I see them further away than ever. It’s only in crowded situations like this where culling normally becomes a problem that they start to become invisible.

Furthermore, when half of the Aetherblades, clockworks, etc around me are already rendering properly as expected, at that point their assets are obviously loaded into memory. However, additional ones dropping in remain invisible for 10+ seconds. It’s not like it has to hit the hard disk again for each Aetherblade_soldier_3B being added to the current scene.

So.. culling is NOT completely gone then?

in Clockwork Chaos

Posted by: Smaxx.2318

Smaxx.2318

Same problem here and it’s definitely not a hard drive issue (GW2 sitting on a SSD) nor a slow graphics card (GTX 680).

Also noticed the game “culling” large parts of Divinity’s Reach: When porting in there from somewhere outside more than once I’ve found myself standing in the air while the surroundings load “building by building”.

There’s definitely something amiss.

So.. culling is NOT completely gone then?

in Clockwork Chaos

Posted by: Shpongle.6025

Shpongle.6025

it was fine before and it’s fine now, gtx 550 ti

Are you Shpongled?

So.. culling is NOT completely gone then?

in Clockwork Chaos

Posted by: GoddessHrist.8472

GoddessHrist.8472

During these clockwork invasions I find myself surrounded by visible (yay!) players, but invisible (boo!) hostile mobs. A crowd of Aetherblade nameplates floating in the air isn’t really doing it for me, and for this event I have my player model quality at minimum and the range at maximum.

Why is it still taking 10-20+ seconds for these NPCs to show up? Most of them are dying and becoming corpses before they even render.

It isn’t culling if you see mob nameplates. When a mob is culled your client doesn’t even know it’s there. You can’t target or hit a culled mob even if you see players around you attacking it.

It sounds like you have a rendering issue, not a culling one.

So.. culling is NOT completely gone then?

in Clockwork Chaos

Posted by: WatchTheShow.7203

WatchTheShow.7203

Sure, it was annoying not being able to see all the other players around me in crowded areas like cities. But invisible players weren’t really the big problem back when we had the original Southsun invasion update. It was the packs of invisible karka that were slaughtering all the invisible and visible players alike.

When you said you had turned off culling in PvE, I naturally assumed you were talking about the meat of the PvE culling complaints: the invisible NPCs/monsters. Else, why did the player-model changes take so long to make their way over from PvP to PvE?

During these clockwork invasions I find myself surrounded by visible (yay!) players, but invisible (boo!) hostile mobs. A crowd of Aetherblade nameplates floating in the air isn’t really doing it for me, and for this event I have my player model quality at minimum and the range at maximum.

Why is it still taking 10-20+ seconds for these NPCs to show up? Most of them are dying and becoming corpses before they even render.

Not saying that there is nothing wrong or anything, as there could be a bug somewhere. I did want to say I have all my settings set to max (including WvW Character model limit and quality – both are on highest) and I have not had a problem with any invisible mobs or players thankfully. Maybe it has to do with the lower setting?

P.S. Don’t forget – if you can target the mob (even if it’s invisible), that’s not culling. That is your hard drive/gfx card not rendering the object fast enough. True culling is when something is completely invisible (including the nameplate), AND can not be targeted. Aka you constantly get killed by a “ghost” you can not see or hit.

(edited by WatchTheShow.7203)

So.. culling is NOT completely gone then?

in Clockwork Chaos

Posted by: Leablo.2651

Leablo.2651

It sounds like an issue with rendering priority. This could use some tweaking. In case Anet is taking suggestions, I think rendering priority should be:

1. Loot/lootable corpse
2. Living enemies/Downed allies
3. Friends and guildmates
4. Other players and neutrals

I actually haven’t checked loot after the update, but before in the Crown Pavilion I could not see some of the loot bags and chests being dropped, and there were no “Search” prompts either. I resorted to running around spamming my loot key and then I’d see a string of items get added to my inventory.

The “environment culling” existed prior to this update, but some people are probably only seeing it now due to the added strain of loading the additional character models.

(edited by Leablo.2651)

So.. culling is NOT completely gone then?

in Clockwork Chaos

Posted by: Jordo.5913

Jordo.5913

During these clockwork invasions I find myself surrounded by visible (yay!) players, but invisible (boo!) hostile mobs. A crowd of Aetherblade nameplates floating in the air isn’t really doing it for me, and for this event I have my player model quality at minimum and the range at maximum.

Why is it still taking 10-20+ seconds for these NPCs to show up? Most of them are dying and becoming corpses before they even render.

It isn’t culling if you see mob nameplates. When a mob is culled your client doesn’t even know it’s there. You can’t target or hit a culled mob even if you see players around you attacking it.

It sounds like you have a rendering issue, not a culling one.

bingo….if culling was still in game…u wouldnt even see the nameplate…u would just die to seemingly nothing….what it is now is a hard drive issue

its a pretty simple test…put all the graphics options on as low as they can go…max culling options….if they are loading in now quickly…its your computer

a big one is shadows…u might have chr model texture low…but each chr makes a shadow that the comp has to load too and every npc…friendly or evil

(edited by Jordo.5913)