Guild|Players Killing Players[PVP]
IGN|Sammy Eli
System Specs:-
Intel 4790K @ 4.8 Ghz
8 GB Ripjaw X 2133Mhz
MSI Gaming 7 z97
Samsung Evo 250gb
2x EVGA GTX 980 SLI (even though it doesn’t matter)
Asus VG248QE
Why is that the CPU load just like the rest of the games sits at around 40-50% and GPU runs pretty normal usually full load, I am still getting lower than 60 FPS in in normal zerg situations in T2. This is with AA off, player count to medium and player quality to medium, shadow quality none and Reflection off.
What is it about this game that just requires soo much more vs any other game(literally any other game). I mean there has got to be something in the works for HoT or is that a failed dream of mine?
I love the hell out of this game but it is quite irritating.
Is it just dx 9?
Any dev?
Very old engine combined with dx 9.
You gave to look when it was created. Back engineering costs more money than it is worth.
You would think that they would have already started on maybe a newer DX and optimizing some of the code in that old engine. I mean come on!!! =(
Designed to run with two cores on 32-bit XP.
Poor management decisions across the board, just as with many aspects of the game.
Well, the game is a few years old and was in development for quite some time before its release. In other words, the technology used is quite old and it shouldn’t be a surprise to anyone that the game isn’t well optimized for modern machines.
It is not just modern tech, I used to have the 580 GTX with Intel 990x when it launched and it was still a nightmare in WvW
I have tried to reason with these thoughts but it just does not add up.
When they started to write the game in 2007, the GTX 580 was future tech. Not that GPU was ever an issue with this game.
As for WvW I have a feeling they never did a large scale test of players (bots) until near the end of development and thats when they found the weakness in the game renderer, and they’ve been patching the engine since. It simply doesn’t scale up well with loads of other players about, not a problem with loads of NPCs, just players. 5 man dungeon runs probably didn’t show any problems.
The game engine is built upon the GW1 engine, it was not written from the ground up. The main differences is that they rewrote it entirely for shaders.
Don’t listen to people who attribute it to a certain version of DirectX, etc. They don’t know what they are talking about. The version of DirectX has absolutely nothing to do with how fast your game runs, but your programming practices.
Most DX10-12 functionality is already exposed to DX9 via vendor support.
This game was well written for its time but it was not meant to handle the huge zergs introduced by the megaserver update. In other words, the game currently has far more players in each area than it was designed for. This is blatantly obvious when you see how badly zergs overrun everything outside of Silverwastes.
WvW always had this problem due to the design of that game mode.
And no, threading or using more cores (“CPUs”) will not fix this. It is a common misconception. Everything in the game loop always has to run on a single core otherwise you get network and timing synchronization issues.
All that can fix it is tighter, highly optimized object code. But that requires extensive developer effort to profile, examine and implement.
(edited by Hannelore.8153)
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