Windows 8 Professional
Invisible People in WvW: problem solved?
Windows 8 Professional
i personally only ever had this problem when it was the server that was lagging like 3waY 50+VS50+VS50+
You just got lucky, or there probably weren’t enough people. Anet has acknowledged the culling issue and is releasing a fix on the 15th.
Weekend Guardian/Elementalist
No Guild Affiliation
Anet has acknowledged the culling issue and is releasing a fix on the 15th.
Where is the source?
80 ~ Thief/Guardian
Anet tweaks the way culling works virtually every patch and have been doing so since release, though the notes contain nothing about it. I began playing in September and culling in WvW has only gotten worse with the tweaks made to it since then. Most of my friends agree. I’m skeptical the 15th will really offer a ‘fix,’ as it will be at best an ‘optimization’ as culling is a design problem, not a bug.
Please cite your source.
[FINE] – Northern Shiverpeaks
I’ve noticed an improvement in wvw myself but am experiencing it in PvE now (particularly, during Orr temple events).
Anet never said they were fixing the clipping issue, and anything else is just tinfoil hat theories.
80 ~ Thief/Guardian
It’s not a clipping issue, it’s a culling issue.
[FINE] – Northern Shiverpeaks
i never had a problem outside of the largest scale battles either when i run up to a zerg i see them at near max viewdistance perhaps you need driver updates or it could be your internet hookup?
It’s not a clipping issue, it’s a culling issue.
http://en.wikipedia.org/wiki/Clipping_%28computer_graphics%29
Just doing my part and helping fix world stupidity… It’s an epidemic!
80 ~ Thief/Guardian
It’s not a clipping issue, it’s a culling issue.
http://en.wikipedia.org/wiki/Clipping_%28computer_graphics%29
Just doing my part and helping fix world stupidity… It’s an epidemic!
Clipping is not rendering objects outside the camera’s field of view.
This is a culling issue because the game isn’t rendering things within the field of view.
http://en.wikipedia.org/wiki/Hidden_surface_determination#Culling_and_VSD
It’s not a clipping issue, it’s a culling issue.
http://en.wikipedia.org/wiki/Clipping_%28computer_graphics%29
Just doing my part and helping fix world stupidity… It’s an epidemic!
You got that right, you seem to be part of the problem though… LOL!
You guys are stupid… Simply put culling is a form of clipping! Maybe if you read the link you would of learned something today.
80 ~ Thief/Guardian
It’s not a clipping issue, it’s a culling issue.
http://en.wikipedia.org/wiki/Clipping_%28computer_graphics%29
Just doing my part and helping fix world stupidity… It’s an epidemic!
Nice try, kid. It would be a clipping issue if the player models existed but were improperly hidden by other objects in the scene, or purposefully hidden for an extended period of time merely so the textures have time to load. This is a culling issue rather than a clipping issue because culled models do not exist at all. There are no models to clip until milliseconds before the fully textured model begins to fade into view.
Thoughtless links to Wikipedia articles when you don’t know enough to attempt to argue your case like an adult… It’s an epidemic!
[FINE] – Northern Shiverpeaks
You guys are stupid… Simply put culling is a form of clipping! Maybe if you read the link you would of learned something today.
Your ignorance presents a golden opportunity for you to learn something today: it’s "should have,’ not “should of.”
Have a nice day at school tomorrow. You can tell your computer teacher your last lesson was the night before on a forum where you tried to look smart but came out of it an insolent fool.
[FINE] – Northern Shiverpeaks
Your ignorance presents a golden opportunity for you to learn something today: it’s "should have,’ not “should of.”
Whatever helps you feel better about yourself… Would still love to see this source of information that states Anet plans to fix the clipping issue.
80 ~ Thief/Guardian
I noticed it got worse for me over the weekend, like something went wrong in one of their patches again last week. Was getting better for me over the last month, but got a LOT of invisible army fights over the weekend. Just another thing about the game to throw you hands up in the air and wait till they can improve it.
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
Anet has acknowledged the culling issue and is releasing a fix on the 15th.
Where is the source?
https://forum-en.gw2archive.eu/forum/pvp/pvp/Please-fix-this-sooner-rather-than-later-Vid-attached
Weekend Guardian/Elementalist
No Guild Affiliation
I still have it to a large degree. EB is especially bad for me.
It came in that patch a couple of times ago. Didn’t have it before that.
Anet has acknowledged the culling issue and is releasing a fix on the 15th.
Where is the source?
https://forum-en.gw2archive.eu/forum/pvp/pvp/Please-fix-this-sooner-rather-than-later-Vid-attached
From what he said it looks like it’s just a fix for Thief rendering and not the rendering issue altogether. I guess we’ll see tho.
80 ~ Thief/Guardian
Anet has acknowledged the culling issue and is releasing a fix on the 15th.
Where is the source?
https://forum-en.gw2archive.eu/forum/pvp/pvp/Please-fix-this-sooner-rather-than-later-Vid-attached
From what he said it looks like it’s just a fix for Thief rendering and not the rendering issue altogether. I guess we’ll see tho.
Well, if they’ll just fix thief rendering, it’s a huge step on the way.
Although I’d like to see the overall problem fixed as well.
Not seeing a large group of enemies but only their spell effects and projectiles is getting pretty old by now.
Nope. Thieves can still perma stealth and attack.
Nope. Thieves can still perma stealth and attack.
It’s the next patch which is supposed to be on the 15th.
80 ~ Thief/Guardian
Anet has acknowledged the culling issue and is releasing a fix on the 15th.
Where is the source?
https://forum-en.gw2archive.eu/forum/pvp/pvp/Please-fix-this-sooner-rather-than-later-Vid-attached
From what he said it looks like it’s just a fix for Thief rendering and not the rendering issue altogether. I guess we’ll see tho.
Thief rendering problems are caused by the rendering bug. When they fix the rendering bug, it will fix thief rendering.
Thief rendering problems are caused by the rendering bug. When they fix the rendering bug, it will fix thief rendering.
Not quite. There are generic rendering bugs in GW2 which seem to be a mix of two problems:
- Poor netcode, not informing the client of the presence of enemies (in this case, you can’t see them or target them at all, but they might be able to see or target you). This can never be fixed 100% due to bandwidth constraints, but can be improved in a couple of ways. One is to tweak the netcode’s priorities, naturally. Another (which doesn’t fix it but makes it fairer) is for the server to keep track of which entities it has informed each client of, and make it so that entities unknown to the client cannot affect that client – in other words, if a player’s presence is unknown to your client, then you should be immune to damage from that player).
- Client rendering issue, causing some player models (and their attacks) to not be rendered, despite the fact that the client is aware of them (you can see floating names, target them, and even attack them, but you can’t actually see the models, so you have no idea what they are casting, etc.). This seems to be caused by the client not rendering players unless it has fully loaded their models and textures. Since loading is deferred, players can stay invisible for ages. This should be solved by rendering players using some generic model, and then updating it with the correct armour / weapons / etc. when they are loaded.
However, the issues above only affect players “entering” a fight. If a thief was visible at one point, then your client is aware of him and has loaded his model. If he then stays invisible for longer than he “should” after casting each stealth skill, the issue is not the netcode or the model loading, it’s a different bug.
It’s common for some anti-cheating mechanisms to actually stop sending player coordinates while players are cloaked (so that client hacks can’t force them to be visible). I wonder if that’s what’s going on here (coupled with an excessive server-side delay). I doubt it, though; from what (little) I know about them, GW2’s engine and netcode do not seem to have been designed with cheat detection / prevention in mind. It’s probably just an “involuntary bug”, not an over-zealous cheat protection system.
Note: All of the above is based on my knowledge of other game engines and some discussions about GW2 network packet inspection; I have never had access to GW2’s actual source code and the interpretation could be completely wrong.
(edited by Account.9832)
Anet tweaks the way culling works virtually every patch and have been doing so since release, though the notes contain nothing about it. I began playing in September and culling in WvW has only gotten worse with the tweaks made to it since then. Most of my friends agree. I’m skeptical the 15th will really offer a ‘fix,’ as it will be at best an ‘optimization’ as culling is a design problem, not a bug.
Please cite your source.
Cite yours?
Anet tweaks the way culling works virtually every patch and have been doing so since release, though the notes contain nothing about it. I began playing in September and culling in WvW has only gotten worse with the tweaks made to it since then. Most of my friends agree. I’m skeptical the 15th will really offer a ‘fix,’ as it will be at best an ‘optimization’ as culling is a design problem, not a bug.
Please cite your source.
Cite yours?
It’s a tinfoil hat theory!
80 ~ Thief/Guardian
I’m comfirming that “I see everybody”. Had a zerg session yesterday and I still don’t experience culling issues.
I see everybody.
Apart from the game patches. the thing that is changed is that now I’m playing from Windows 8 (clean installation, not upgrade).
Hardware is detailed in my signature.
Windows 8 Professional
I also played yesterday and experienced the huge zerg coming from nowhere culling issues.
Doing what I can for DB during EU primetime
Over the last weekend had a couple of zergs appear out of the blue, didn`t see a thing until too late.
At one point I swam to Garrison, was almost out of the water & my hp just vanished, second later I was downed.
Typing in chat when all of a sudden a few (3-5) players appeared around my corpse, so yes, this is still happening.
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
Okay, this thing is driving me crazy then. Which servers are you guys on?
Windows 8 Professional
Gate of Madness. It’s a tier 7 server, meaning we and our competition rarely have queues. It would technically be near optimal conditions for NOT having culling issues.
I play WvW on “Best performance”, enemy and neutral names turned on, so I don’t have a slideshow.
Doing what I can for DB during EU primetime
Okay. I’m playing from EU. I’m playing in Whiteside Ridge, that means that sometimes has queues, but not at the hours that usually see me logged in.
Are you playing from US?
Windows 8 Professional
Yes (-es -es 15 -es)
Doing what I can for DB during EU primetime
The problem is called Draw Distance, and i talked about this in this topic https://forum-en.gw2archive.eu/forum/support/tech/Draw-Distance-too-low/first#post590353
You can also Check Print Sreens at the end
So this might be exclusively server related.
Is anybody reading this from Whiteside Ridge that can confirm that culling issues are no longer affecting our server?
Windows 8 Professional