Showing Posts For Mipx.3519:

Reverting this "Culling Update"?

in WvW

Posted by: Mipx.3519

Mipx.3519

I love anet, i really do but i know they wont revert anything. They will let it sit this way for the duration of their predetermined schedule before it gets changed. They are basically reaping all the rewards of rapid iterative development while their customers bear all the downsides. Would it not be more logical to put a slider in that lets users configure the max number of visible players while anet works on a real solution? At least that way we could adjust it based on our system specs for now and wouldn’t have to deal with all these kitten attempts at a stopgap solution…

I would prefer this kind of solution, maybe a player character quality slider ranging from show name -> full character detail, then all players would be able to slide it to the best level for thier computer and still get all characters on screen.

I’d rather just see a name than not see anyone at all.

The culling is a server side mechanic and is done the same for everyone.

Are you implying that the bottleneck is network throughout or server related in any way? The problem is that most client machines cant render hundreds of players fast enough and culling is the workaround to the alternative which is unplayable low frame rates.

I’m not implying anything, I’m stating a fact.

There is a fairness-factor to think about with the user options as well though… hmm. I don’t have the solution but I do have faith i ANet.

Realistic Culling

in WvW

Posted by: Mipx.3519

Mipx.3519

The loading or rendering of textures is not the problem. Culling is done server side to figure out which data to send to each client.

Yes, but the “data” is the aforementioned textures. Massively paring down the things needed to be loaded to 3~ sets of armor and basic weapons means the data sent to display 30 enemies is going to be vastly smaller than it is now, where culling is necessary due to 30 enemies having literally several hundred unique weapon/armor models, individual races, and every single permutation of racial selections (charr horns, sylvari ear textures, etc.)

No no, the data is a list of IDs of the textures to load from the .dat-file in your installation directory as well as other attributes about your toon. I imagine something like { “ToonName”, 1, 4, 6, 5, 56, 567 } etc where the numbers each represent one attribute of the toon.

Realistic Culling

in WvW

Posted by: Mipx.3519

Mipx.3519

The loading or rendering of textures is not the problem. Culling is done server side to figure out which data to send to each client. There is nothing in the client to change how this works. ANet need to do the changes and the changes will affect everyone.

Reverting this "Culling Update"?

in WvW

Posted by: Mipx.3519

Mipx.3519

I love anet, i really do but i know they wont revert anything. They will let it sit this way for the duration of their predetermined schedule before it gets changed. They are basically reaping all the rewards of rapid iterative development while their customers bear all the downsides. Would it not be more logical to put a slider in that lets users configure the max number of visible players while anet works on a real solution? At least that way we could adjust it based on our system specs for now and wouldn’t have to deal with all these kitten attempts at a stopgap solution…

I would prefer this kind of solution, maybe a player character quality slider ranging from show name -> full character detail, then all players would be able to slide it to the best level for thier computer and still get all characters on screen.

I’d rather just see a name than not see anyone at all.

The culling is a server side mechanic and is done the same for everyone.