Feedback on culling changes

Feedback on culling changes

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Posted by: fony.5102

fony.5102

my personal feedback: big improvement overall. i can actually see the enemy and my allies in a huge battle. however i would also like to present some feedback to the contrary:

there are some people who do not see the change as an improvement at all, some think it is worse. i can’t really agree from my own experience, but there was a video posted about it and i thought i’d share.

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Posted by: Ascii.9726

Ascii.9726

People don’t seem to understand that the only change to culling made was the time it takes for them to actually render after they have been reported to your client, meaning a large zerg of enemies will still take longer to render as they are being reported to your PC at the same time.

Culling system before:
1. 40+ Zerg enters your screen invisible. (1 second)
2. 40+ Zerg is reported your client as there (5 seconds)
3. 40+ Zerg begins the render process (5 seconds)
4. 40+ Zerg is fully visible on your corpse.

Culling system now:
1. 40+ Zerg enters your screen invisible. (1 second)
2. 40+ Zerg is reported your client as there (5 seconds)
3. 40+ Zerg begins render process as a default character texture & hit box (2 seconds)
3. 40+ Zerg begins render process of actual toon (5 seconds)
4. 40+ Zerg is fully visible on your corpse.

The only change they made was giving people who have been reported to your client as there but haven’t rendered yet a default character look and lowering the time it takes to render before it actually loads there actual toon. So that seemingly 5 hour “fade in” of a player only takes acouple seconds now.

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Posted by: fony.5102

fony.5102

i understand, but the creator of this video really wants to be heard. i thought that i could ease his mind a bit since he thinks Anet is sweeping his topic under the rug. didn’t work though.

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Posted by: Oozo.7856

Oozo.7856

People don’t seem to understand that the only change to culling made was the time it takes for them to actually render after they have been reported to your client, meaning a large zerg of enemies will still take longer to render as they are being reported to your PC at the same time.

Culling system before:
1. 40+ Zerg enters your screen invisible. (1 second)
2. 40+ Zerg is reported your client as there (5 seconds)
3. 40+ Zerg begins the render process (5 seconds)
4. 40+ Zerg is fully visible on your corpse.

Culling system now:
1. 40+ Zerg enters your screen invisible. (1 second)
2. 40+ Zerg is reported your client as there (5 seconds)
3. 40+ Zerg begins render process as a default character texture & hit box (2 seconds)
3. 40+ Zerg begins render process of actual toon (5 seconds)
4. 40+ Zerg is fully visible on your corpse.

The only change they made was giving people who have been reported to your client as there but haven’t rendered yet a default character look and lowering the time it takes to render before it actually loads there actual toon. So that seemingly 5 hour “fade in” of a player only takes acouple seconds now.

Awesome, now please explain why I experience culling with the new affinity culling system in a 3v10 or 10v10 when I never experienced culling before with such small numbers.

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Posted by: Kraigan.6057

Kraigan.6057

I agree, I think the culling is worse since the most recent change. It seems consistent with what I experienced in the December trial of this change. It negatively impacts my enjoyment of the game.

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Posted by: sostronk.8167

sostronk.8167

The video was pretty much every experience I have with opponents. If I see one I always assume there are at least 20 more I can’t see. Its a shame, but I don’t think there is alot they can or will do about it to fix it.

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Posted by: Kraigan.6057

Kraigan.6057

They could revert the change again, or try something else. The most recent change wasn’t good the first time and…it’s still not good.

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Posted by: Oozo.7856

Oozo.7856

I’m not sure it’s technically possible, but giving us an option over which system to use would be good. I have no doubt that some people like the new system better.

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Posted by: Smitten.3076

Smitten.3076

Why are people suggesting the only change to Culling was the render models?

" WvW & PvE: Our culling system has been updated to use affinity culling, which favors allowing players to see important enemies regardless of the local player population density. "

Here is the thread that explains the Affinity system.
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/January-WvW-culling-loading-changes/first

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Posted by: KevinEvo.7061

KevinEvo.7061

The culling is a huge problem. I cannot target or see people hitting me in melee range and am unable to do anything. Running up to what I think are 2 or 3 people ends up being 15 and I am instantly dead. This is making wvw really pointless for me.

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Posted by: Ascii.9726

Ascii.9726

I agree, I think the culling is worse since the most recent change. It seems consistent with what I experienced in the December trial of this change. It negatively impacts my enjoyment of the game.

That would be because ANet probably didn’t realize that having every character load a default preset toon before loading there actual toon means culling is on every player reported to your client now were ad beforehand they just had to load 1 enemy character look per enemy reported to your client and not 2.

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Posted by: Columba.9730

Columba.9730

no improvement. thieves can still get perma stealth without giving anything else up.

only thieves know how to play, they chant “L2P” every time their god mode is challenged.