PC gaming has always been like this: There are people who buy or build top-end systems who have higher framerates, better rendering, larger FOV, better sound (and sound localization), more accurate mice, faster texture load times, more bandwidth and lower latency, faster memory and disk access, etc. etc. etc.
And then there are people who buy mediocre or low-end systems, or just never bother upgrading their years-old machine. And they have low framerates, stuttering, high latency, dropped packets, slow rendering, slow disk and memory access, crappier sound, poor mouse tracking, and so on.
It’s true in all games.
Most of which is utterly irrelevant and untrue, outside of niches like competitve FPS (which is a very different market from a casual MMORPG like GW2), all a better PC lets me do when it comes to most games, is play with prettier graphics, have lower loading times, run multiple screens & run other software whilst playing.
Which is a very different thing from invisible opponents, I’d rather beat someone fairly than through them not being able to see me just because I have a better PC.
Nor is it simply the PC has stated, it is also the connection, people are limited to what connection they can get by where they live, as long as they meet the specified requirements, it is Anet’s duty to provide the product they paid for.
If they can’t afford it, they should understand that they can’t expect top-end performance from a low-end box. A video game is not an entitlement; performance is not welfare.
I’m sure they don’t, but then if they meet the specified requirements then they are entitled to expect it to be playable.
Slower disk and memory access coupled with a weak GPU and CPU will mean that characters in MMOs do not render in a timely manner. Particularly when there are a large number of textures involved, and particularly when some of those textures are large. Textures rely heavily on disk access speed as well as GPU memory and system RAM, both quantity and access times.
Toss in particle effects and an engine that relies more on the CPU than the GPU, and you will have a vast difference in experience between a low-end and a high-end machine. Warhammer was a good example of this: Framerates would drop through the floor in large battles unless you disabled all the particle effects, even on high-end machines. Even then, when there were a large number of players in a small area, the display would stutter, and some characters wouldn’t fully load.
You saw similar behavior in DAoC: Weaker machines simply couldn’t render everything.
In Aion, they disabled models altogether to help low-end machines.
Even in WoW (prior to the engine overhaul several years ago), you’d have some toon pop-in when areas were crowded (Ironforge was a good example).
Irrelevant? It’s absolutely relevant. Every game I just listed is a popular western MMO, and every single one had hardware-dependent performance issues, that were resolved in various ways by the various development teams.
As for your “playable” comment: Do you think WvWvW, with all its current culling problems, is “playable” now?