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Post Dec 3. path culling effect

culling fix wrong

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#1 Jabtangs

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Posted 11 December 2012 - 06:47 PM

Seems like they did a little tweak on handling the culling effect during the Dec. 3rd patch.

Instead of prioritizing allies first, they are showing the enemies first then load allies after.

Now this seem as a ok temporary fix but imo it just made fights worse.

Last night when we were fighting enemies on the wall, When I looked at the minimap we had at least 25+ people standing while they had about 15~20. They were on the stairs coming up while we had an advantage of attacking them with better line of sight. But when you look at the game screen it looks like you are being flooded by enemies and you have no friends around you.

Of course people were being pushed back even when I was telling them we have twice as more.

Thoughts?

p.s. is the a thread on this already?

#2 lioka qiao

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Posted 11 December 2012 - 06:54 PM

I don't know if there is but I do have a solution to the culling:  Level of detail.  The more players are on the screen the less detailed their models should be.  If the detail loss becomes too extreme then they can resort to culling.

#3 Luvpie

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Posted 11 December 2012 - 07:02 PM

Morale suffers for militia when you can't see your allies, can't use combos at all. Not a fix imo.

#4 TW_LetoII

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Posted 11 December 2012 - 07:40 PM

Some of you guys are just gonna have to upgrade. Processor speed is a must for this game. I had culling issues at 3.4ghz untill I bought a $60 aftermarket cooler and overclocked to 4.1ghz. This INSTANTLY solved the problem.
Crappy graphics card, run-of-the-mill motherboard, standard internet connection.
All it takes is a processor.

#5 Global_GW2

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Posted 11 December 2012 - 07:41 PM

Yeah. Overall, my opinion is the 12/3 culling changes makes WvW game play worse.

#6 Jabtangs

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Posted 11 December 2012 - 09:44 PM

someone doesn't know what he's talking about..

#7 lesath

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Posted 11 December 2012 - 09:54 PM

Accurately guessing how many enemies that were present even without being able to see them was pretty easy for me to do just looking at how many enemy projectiles were present and the level of rendering...  But now I have to try and figure out how many allies I have aswell?  It's very frustrating you cant even see the golems your allies are in so if people aren't in teamspeak it becomes a nightmare trying to make anything happen.

Horrible fix IMHO.

#8 GrandmaFunk

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Posted 11 December 2012 - 10:07 PM

View PostTW_LetoII, on 11 December 2012 - 07:40 PM, said:

Some of you guys are just gonna have to upgrade. Processor speed is a must for this game. I had culling issues at 3.4ghz untill I bought a $60 aftermarket cooler and overclocked to 4.1ghz. This INSTANTLY solved the problem.
Crappy graphics card, run-of-the-mill motherboard, standard internet connection.
All it takes is a processor.

Culling is server-side, your processor and performancfe have no impact on what the server decides to send you.

Edited by GrandmaFunk, 11 December 2012 - 10:08 PM.


#9 Cyril

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Posted 12 December 2012 - 02:42 AM

Zergs should be punished not smaller groups. Get the hamster back on the wheel chaps.

#10 Tellia

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Posted 12 December 2012 - 03:08 AM

its really annoying not knowing how many people are around you, and especially WHERE they are. makes support a lot more difficult, makes managing the troops a little more difficult, and as mentioned in above posts it affects morale, cause people will often be unaware of numbers.

also i have this problem now where i see someone render near me and i dunno if they are a friend or foe. the toon renders before the name does, sometimes with a gap of several seconds, and i often mistake allies for being enemies when they appear out of nowhere like that. luckily i havent mistaken an enemy for an ally yet but its bound to happen sooner or later...

#11 BnJ

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Posted 12 December 2012 - 03:08 AM

View PostTW_LetoII, on 11 December 2012 - 07:40 PM, said:

Some of you guys are just gonna have to upgrade. Processor speed is a must for this game. I had culling issues at 3.4ghz untill I bought a $60 aftermarket cooler and overclocked to 4.1ghz. This INSTANTLY solved the problem.
Crappy graphics card, run-of-the-mill motherboard, standard internet connection.
All it takes is a processor.

Haha I hope you didn't blow $60 on a processor specifically to fix culling...

#12 Voison

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Posted 12 December 2012 - 03:16 AM

I kind of like this temp fix, I like being able to see the enemy for once.
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#13 Wifflebottom

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Posted 12 December 2012 - 03:19 AM

View PostTW_LetoII, on 11 December 2012 - 07:40 PM, said:

Some of you guys are just gonna have to upgrade. Processor speed is a must for this game. I had culling issues at 3.4ghz untill I bought a $60 aftermarket cooler and overclocked to 4.1ghz. This INSTANTLY solved the problem.
Crappy graphics card, run-of-the-mill motherboard, standard internet connection.
All it takes is a processor.
el oh el

#14 Genev

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Posted 12 December 2012 - 10:45 AM

Quote

The current plan is for this test to run through the end of the current matchup. At that time we’ll go back to the previous culling setup. Please note that this is a trial of an interim change to culling. We are at work on a more comprehensive solution and that effort has not been impacted by this test. The point of the test was to determine if the community would prefer the new method while waiting for the more comprehensive fix. More details about the change can be found in the “New Culling Trial” thread which will remain stickied for the duration of the test.
Source: https://forum-en.gui...ng-Update/first

#15 Tellia

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Posted 12 December 2012 - 10:56 AM

View PostVoison, on 12 December 2012 - 03:16 AM, said:

I kind of like this temp fix, I like being able to see the enemy for once.
it actually works for you? i think this new way is worse. it seems to take LONGER for people to render now for me...i watch particle effects for ages but there will be hardly any enemies rendered, like less than 10. i was attacking a tower yesterday and there were 3 enemies on the walls...but particle effects for about 10 or more, and i couldnt understand since there were only like 3 enemies rendered. not to mention that it took forever for new people to appear.

before this little test i had no such problems, still culling problems but imo it was better the old way. so i am actually glad they are reverting it after this matchup.

on another note, does anyone know if you can damage non-rendered players? cause i aoe where i see particle effects coming from but no damage numbers appear. im just wondering if the numbers dont render, or if i am not actually damaging them...

#16 Genev

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Posted 12 December 2012 - 11:05 AM

View PostTellia, on 12 December 2012 - 10:56 AM, said:

on another note, does anyone know if you can damage non-rendered players? cause i aoe where i see particle effects coming from but no damage numbers appear. im just wondering if the numbers dont render, or if i am not actually damaging them...
Considering you don't see numbers for stealthed people either, but you do damage then, i believe so.

The numbers seem to show sometimes and not at other times, related to rendering, not sure how that one works...

#17 TW_LetoII

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Posted 12 December 2012 - 01:45 PM

Hey, y'all feel free to know better. I'll continue to not have this issue ;)
Here's to YOU not seeing ME on the battlefield!

P.S. $60 on a watercooler, if your chip retails for that little... see my first post.

#18 DreadlockrastaGW

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Posted 12 December 2012 - 08:57 PM

The worst thing about the culling reversal is that I can't really tell when the frontline of our zerg falls back...So I always end up fighting the entire enemy zerg by myself while everyone else runs back.

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Pic related, it's me vs the entirety of SoS





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