Asura thing.
Is Culling our Fault, or Server Fault?
Asura thing.
It’s the engine. It’s a mechanic to reduce system requirements. Every model loaded means your computer has to be stronger to run good, so the engine GW2 uses goes like “here, i don’t show you all people so you have some fps more”.
I have an i5 and a 670… and so on. Computer that usually laughs about this and a 12mbit/s connection, thieves still take 2-4 seconds to load in eb jp after stealth. So yeah, it’s the engine/server/what you call it.
Oh and i even run this game on a SSD, so theres really nothing you can do to improve it.
(edited by Arekai.5698)
Actually it’s both.
Arenanet is trying to “throw money at the problem” by simply adding server capacity but server capacity is not enough ; your computer needs to receive all these informations about players around you and sometimes your connexion is not good enough to see them all.
So basically, if you want less culling, you need to have a very good connexion and wait for Arenanet to optimise their servers.
(I’m not an expert but that’s what I understood from reading what devs said.)
Epic battles with 300+ players in the same time are maybe not aimed at 2013.
(edited by Keiran.1896)
Actually it’s both.
Arenanet is trying to “throw money at the problem” by simply adding server capacity but server capacity is not enough ; your computer needs to receive all these informations about players around you and sometimes your connexion is not good enough to see them all.
So basically, if you want less culling, you need to have a very good connexion and wait for Arenanet to optimise their servers.
thats not all there doing its also confermed that there rewriting the code for how characters render
that will take time, i good amount of time actualy
thats not all there doing its also confermed that there rewriting the code for how characters render
that will take time, i good amount of time actualy
Yes because actually if you can’t buy a good computer to everyone you need to reduce the amount of informations they have to receive to see players around. Without replacing players by a bugged thing. Which requires quite some code optimisation.
Two Problems
1- Is actually rendering the amount of people which is on our end without everyone on the low end not being able to handle it.
2- Is a network issues in that the amount of information required per person is to high, so you need to lower the amount needed per person so more information can be sent.
Even if I have a good computer and fast connection, doens’t help. Still got bad culling effects. Can’t see the happenings in the environment. Just plain boring to play really..
Actually it’s both.
Arenanet is trying to “throw money at the problem” by simply adding server capacity but server capacity is not enough ; your computer needs to receive all these informations about players around you and sometimes your connexion is not good enough to see them all.
So basically, if you want less culling, you need to have a very good connexion and wait for Arenanet to optimise their servers.
(I’m not an expert but that’s what I understood from reading what devs said.)
Epic battles with 300+ players in the same time are maybe not aimed at 2013.
In EVE online i routinely fight in 500+ player battles with no lag at all, i even took part in a 2,000+ person battle, and while it was laggy, it wasnt unplayable.
Incidently i run i7, 8gb RAM, dual sapphire raedon 6950’s in crossfire with a 25mb cable connection and i still get culling.
The culling was never this bad/non existent in BWE1 so if thats anything to go off Its the packets that anet is limiting from their side
BWE1 would not of had this many people active in it Kipz, thats a massive factor.
Technically there are 3 source of latency, server processing time on the Anet servers, processing time on your computer, and latency in your internet connection. Connection latency differs from max data transfer rate, it is one of the reasons online movie players use a buffer.
It’s the only game I’ve ever played that was this bad, and 6-7 months later, they haven’t even been able to improve it at all, let alone solve the issue. It is, in fact, worse now than at release. Realistically, this game should never have left beta.
My computer is fine, my internet connection is fine. It’s Anet and thier crew of ‘all stars’ that are seriously dropping the ball on this.
Fact is, the GW2 netcode and rendering system is pure crap. The engine is incapable of handling more than 20-30 entities at a time without completely braking down which is due to the fact, that it was build atop of an engine which was NEVER designed to handle larger groups.
It completely lacks level of detail for character models, which EVERY other game out there uses to simply reduce the details for distant models or in crowded situations.
It also has SEVERAL bugs which cause FPS drops in various situations, although there are not that many entities on screen. This leads to yet another problem, since the engine lacks the LOD (level of detail) feature, it has only one option, to completely eliminate character models if the FPS are to low.
The netcode is the last problem, the protocol is designed in a very inefficient manner. But it’s not the amount of data which is problematic, in the contrary, you receive only very little data. The actual problem is the overhead, and the fact that several features are badly implemented on the server side. This includes the condition damage system which causes server load which exceeds any reason.
You know why they only allow 25 stacks per condition per NPC in TOTAL? Because the server can’t handle to send out more than those 25 damage notifications per second and NPC. It would have been NO PROBLEM AT ALL if they would have grouped the damage server side, so every player received only ONE notification per condition and not one per stack.
And what is also important to know: Although you only see damage numbers for your own numbers, you do receive damage information for ALL damage dealt to characters you see. And again, many small damage ticks like bleeding for instance are going to kill your bandwith for sure.
There is also yet another serious problem: The server was NEVER meant to handle several dozen to hundred players in the same map INTERACTING. Hundred players standing around doing nothing: Just fine. But every player activating skills, sending those events to every other player who can see it and then all the damage notifications? The server does NOT use any type of compression for messages, so their server simply run out of bandwith. They are even at the point where a single map instance is handled by a dedicated server in stress situations, but the server is still overburdened.
WvWvW works hardly only because the load is actually distributed to multiple servers whereby each of the servers handles only the characters from the homeworld and the other two servers receive a single copy of those information so bandwith and computational power is actually shared, but this system is not used for regular maps, and (maybe even more important), it’s a waste of resources. Other engines can handle way more players per server than the GW2 engine.
(edited by Exterminans.9723)
So how is ESOL implementing a mega server if GW2 can’t even handle 10+ characters on screen at a time????