In a big battle, why do enemies disappear?
Read the first 2 stickies about culling. Also, the McRib is back.
Bitwise X – Zombit X – Minibit – Bowbit – Mesbit
Why can’t i just TOGGLE “load all players” ?
Why can’t i just TOGGLE “load all players” ?
Because it isn’t a local setting. Having the server take into account each individual’s preferences for what they’d like to see and when would be even more taxing than it is now.
I know, right! And why can’t the McRib just STAY?! Why do you lie to me, Ronald, and tell me it’s never coming back. You ALWAYS bring it back. If the McRib was an STD, it would be Herpes.
(It’s just broke man. Culling. Read those threads.)
Bitwise X – Zombit X – Minibit – Bowbit – Mesbit
If it was better before, why break it? I dont understand.
I will attempt a crude layman explanation. No doubt there will be some academics and gurus that want to smack down some kitten. But I’m more interested in getting the thread closed with a quick and dirty answer than finding the cure for cancer.
There are several reasons technical reasons that speak to your question. Game mechanics and technical architecture. The explanation can be exhaustive but I will try to keep it simple to answer this quickly and hopefully move this tread to quick closure.
Various invisibility mechanics offer the ability to disappear. These are game mechanics are used at the discretion of individual players.
Then there is a server-side (infrastructure) mechanic that limits or places a cap on the number of simultaneous exchange of proximate clients that can “know” about each other. This is often referred to as “culling” and is in answer to a geometric scaling / law of physics (or how much data can we process and shove down a pipe) challenge.
Think of the problem this way:
- You have 2 dots in space moving randomly.
- They need to know and exchange information about each other in real time.
- The more information they need to exchange the bigger the messages become.
- The faster they move the more “timely” or “important” certain information becomes.
Now… add a third dot. Every dot now has to communicate with two other dots.
Now… add a forth dot. Every dot now has to communicate with three other dots.
…
Now… add a THIRTIETH dot. YES, every dot now has to communicate with twenty-nine other dots.
There is a very serious art to prioritizing what is necessary, critical, important, desirable, or fluff.
Architects, designers, and imagineers try to work magic and slight-of-hand to allow more people on the field than real-time processing, propagation delays, and other challenges actually allow.
While this is not a comprehensive answer… nor is it even an adequate introduction, I hope it guides you in the direction to perhaps being satisfied this round.
Game is very cpu intensive and is the bottleneck. The wizards posting in the tech forums state this game should have written with dirextx 11 in mind as it properly utilizes present day systems with 4 cores which would have helped a lot. However, this engine is just a rehash of the Guild wars 1 engine which is dirextx 9 based which does not utilize multi core cpus to its advantage.
It would take a complete rewrite from the ground up for this to happen, something of which is not gonna happen with a Free 2 play game that has already been released.