WvW culling suggestion: Detailless figures
Sadly, whilst I don’t know the back-end of GW2, I can tell you this wouldn’t help. The “information” the servers are struggling to send/your machine is struggling to interpret are simply the position, direction and current actions of the other players.
Even if they were low detail actors, shadows or something similar, it probably wouldn’t work better than it does now. I mean right now, enemy players appear as generic “invader” models for this very reason.
I mean right now, enemy players appear as generic "invader" models for this very reason.
I’m pretty sure this isn’t the case, I took a screenshot when I ended up in a bad situation and looked through it. To see if I could see generic invader models.
Instead I see 2 warriors with 2 different armor sets, 2 asura with different hairstyles and coloration, the hammer warrior near the front has a backpack while the others do not as well as a different armor than the Charr near him... Some are wearing helmets, others are not...
Even if I managed to catch all the differences with such a small group that are possible, that is still a lot of unnecessary information that could just not be sent.
Hell, I wouldn’t be surprised if those individual players could identify themselves in the screenshot.
(edited by Greiger.7092)
Like this idea and proposed it in some other thread , too.
And have to disagree on the complaints some have.
You CAN hit culled players and even anticipate their movement, which makes it evident that culling CANNOT be related much to network or server lag, but must be some client-engine related performance issue.
Better to see only 5 animated chars in your vicnity and 20 generic-non-animated placeholders to indicate the other players…
…instead of seeing 10 chars in flawless animation, but having to be clairvoyant about the other 15 players..
The former might be more pretty & immersive, but the later is more of tactical & in-fight use…
(edited by Edragor.9164)