WvW Invisibility and Why
Reason #1:
GW2 has a ‘culling’ system which does not load every single character at the same time as it comes into range. This stabilizes client-side performance. This specific method does not affect server performance.
Reason #2:
GW2 culling affects the client showing the enemy/friendly players. It only renders the full enemy player after it loads the armor and specific dye colors and weapon the enemy has. Compared to a game which sends location and armor/weapon type, GW2 sends a lot more information between clients; mainly armor, and the 3-4 colors on each piece of armor, a backpack maybe, and a guild emblem. You don’t see the player, but can target him easily, because the location is always sent and you can always target the player, but until you get info on his fancy armor, you do not render him. This specific method of sending data in small packets and only rendering characters who you have received full information on affects server performance as it does not have to flood you with data during large fights to give you information regarding the pink colored armor of the Elementalist who just died.
Reason #3:
The last patch increased the amount of culling to combat some of the lag. A lot of people on HoD/JQ/SBI last week ran into lots of lag. The whole culling thing is to reduce lag. For the few who don’t know, lag is the time between sending data to and from a server, i.e. getting information about what is going on around you, NOT frames per second, or FPS, which is how much money you make IRL which is converted into good computer components! As we had major lag spikes, which makes the game actually unplayable instead of playable but, eh I can’t see the zerg, not that it matters because I can only range-attack at this point, and I’m not useful in many other ways otherwise, they upped the culling to send in player armor dyes slower. This fixed the lag and this week has been smooth as butter. One thing no one can complain about is the lag. There is no lag 99% of the time now. You have 50 vs. 50 players and, although sometimes a lot of them don’t load their character graphic, you are not rubberbanding around the map, and anyone you are fighting, visible or invisible, is not rubberbanding. It’s smooth gameplay. Compare to any other MMO large scale battle where people warp all over the place and you will see this is a huge achievement which steps back to old games where position matters most not the armor color. Remember, you see all enemy positions, if not their fancy armor color. You can target them all just fine, you just don’t see the graphic, because the server is working some amazing networking code to make sure you at least get 100% of player position if not 100% of their armor color.
(edited by Vexus.5423)