Your enemies can now see your real color dyes
If youi choose for “none”, won’t that increase the culling problem? since you also have to retrieve their dyes?
I mean. it’s fun to have an option to turn it on/off, but….
[VII] Seventh Legion | http://twitch.tv/censtudios
I’m picking none because making the culling worse, can’t be any different then what’s been done since Beta ended. Plus I want to see everyone’s colors.
“Invincibility lies in the defence; the possibility of victory in the attack.” Sun Tzu
It doesnt change anything.. the game sends the following data:
playerx: head: blue: shoulders: blue, coat: blue, pants: blue, shoes: blue.
now it will look like this
playerx: head: red, shoulders: blue, coat: green, pants: black, shoes: pink.
Did you really think arenanet would make culling worse if it the data would be bigger? This is not the case. RELAX PEOPLE, enjoy your colors!
Also, sPvP is not WvW.
Nice now you can all enjoy my gold t3!
[FIRE] Serene Snow, Warrior
It doesnt change anything.. the game sends the following data:
playerx: head: blue: shoulders: blue, coat: blue, pants: blue, shoes: blue.now it will look like this
playerx: head: red, shoulders: blue, coat: green, pants: black, shoes: pink.Did you really think arenanet would make culling worse if it the data would be bigger? This is not the case. RELAX PEOPLE, enjoy your colors!
The old implementation would look more like this:
playerx: servername, class, head.model, shoulders.model etc
No colour information would need to be sent since it could all be done clientside based on armor skin and server name. So you will end up sending marginally more data (dyes can be represented in 9 bits) so you need minimum 6×3×9 (assuming each slot has 3 dyes) bits more per player when loading them the first time. Not a whole lot more, but a little.
Vayra – Elementalist
Forkrul Assail – Mesmer
How do you differentiate between hostile and non hostile if you’re using colours? I mean from a distance ….
How do you differentiate between hostile and non hostile if you’re using colours? I mean from a distance ….
Keep one eye on the radar!. xD
It doesnt change anything.. the game sends the following data:
playerx: head: blue: shoulders: blue, coat: blue, pants: blue, shoes: blue.now it will look like this
playerx: head: red, shoulders: blue, coat: green, pants: black, shoes: pink.Did you really think arenanet would make culling worse if it the data would be bigger? This is not the case. RELAX PEOPLE, enjoy your colors!
The old implementation would look more like this:
playerx: servername, class, head.model, shoulders.model etc
No colour information would need to be sent since it could all be done clientside based on armor skin and server name. So you will end up sending marginally more data (dyes can be represented in 9 bits) so you need minimum 6×3×9 (assuming each slot has 3 dyes) bits more per player when loading them the first time. Not a whole lot more, but a little.
It might not have been necessary in the old implementation but the colors were being sent anyway. Enemy colors are usually not very noticeable but I remember 2 instances where the enemy had very distinctive colors. One of them contributed several points to my monthly.
Maybe enemies were shown with random sets of colors before but I would have expected more horrifying color combinations in that case.
Quote please? I’m not finding it and also not seeing any option in wvw to set these preferences.
It doesnt change anything.. the game sends the following data:
playerx: head: blue: shoulders: blue, coat: blue, pants: blue, shoes: blue.now it will look like this
playerx: head: red, shoulders: blue, coat: green, pants: black, shoes: pink.Did you really think arenanet would make culling worse if it the data would be bigger? This is not the case. RELAX PEOPLE, enjoy your colors!
And since when does your armor only have 1 color option?
I would imagine the info normally being just 1 color per piece (eg green) and now it being 2-3 per piece. That’s what I’m talking about.
I also think the culling wouldn’t be an issue if the color info wouldn’t be sent at all (unless you chose the option). If it’s a player from green-server, your game should just render it green, not be like “ok, green server… wait lemme download dye data… yeah… green…green….green… render now… ok next player”.
But then again, I don’t know that much about game development, so I don’t know if my analogy is correct
[VII] Seventh Legion | http://twitch.tv/censtudios
Quote please? I’m not finding it and also not seeing any option in wvw to set these preferences.
Read the patch notes, seriously, its there, do a ctrl + f if neccesary, and the feature is right in the options panel. Use your eyes please before posting.