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WvW: Original Culling Behavior Has Been Restored


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#1 Khalija

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Posted 16 December 2012 - 07:54 PM

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Earlier in the month, ArenaNet introduced a new culling method in WvW in to reduce the amount of invisible enemies on your screen. Habib Loew now reports that the trial has been completed and the original culling behavior has been restored:

Quote

Our trial of a new, interim culling methodology ran from 12/7 – 12/14 and has now ended. The primary change that we were testing was giving allies and enemies distinct culling pools such that allies couldn’t impact enemy culling and enemies couldn’t impact ally culling. We have now reinstated the prior system which uses a single culling pool for all characters.

If you have feedback regarding the trial, or if you have feedback regarding our switch back to the old method, please leave that feedback in this thread. Also, if you’re reporting issues regarding invisible players please include a screenshot of your experience (including mini-map) and your basic system specs (memory, cpu, video card) so that we can more clearly understand the issues you are reporting. We will use this feedback, along with the feedback from the original culling trial thread, to determine if we will switch to the new system until our more comprehensive solution is ready.

I’d also like to reiterate that the system that we were testing is a proposed temporary, interim solution. Work is continuing on a more comprehensive solution to the culling issues and this interim solution has not taken resources away from that effort.

Thank you again for your feedback regarding culling! [Source]


#2 Bohya

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Posted 16 December 2012 - 08:04 PM

Great! Even worse performance for those who have PCs bought after 2005...

Allowing any number of players to be on screen at any given time should be a clientside option. Not serverside. Modern gaming PCs with a good internet flow can handle the issue.

Edited by Bohya, 16 December 2012 - 08:08 PM.


#3 kaldemeo

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Posted 16 December 2012 - 08:16 PM

[quote name='Bohya' timestamp='1355688245' post='2120236']
Great! Even worse performance for those who have PCs bought after 2005...

Allowing any number of players to be on screen at any given time should be a clientside option. Not serverside. Modern gaming PCs with a good internet flow can handle the issue.
[/quote]
The more information the server is sending to the client, the higher is the sever cost

#4 Bohya

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Posted 16 December 2012 - 09:20 PM

[quote name='kaldemeo' timestamp='1355688996' post='2120243']
The more information the server is sending to the client, the higher is the sever cost
[/quote]

There are many MMOs which can successfully have more than twenty characters on a screen at any given time.

#5 Calebrus

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Posted 16 December 2012 - 09:25 PM

Rule #1:
If your computer is that old you should not be allowed to complain about one single issue regarding graphics or processing.
2005?  Really?  Your computer is older than some of the people that play this game.

Edited by Calebrus, 16 December 2012 - 09:25 PM.


#6 Fernling306

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Posted 16 December 2012 - 09:35 PM

[quote name='Bohya' timestamp='1355692855' post='2120279']
There are many MMOs which can successfully have more than twenty characters on a screen at any given time.
[/quote]

They really are trying to keep their server costs down. This is just one downside of not having a sub.

#7 Lordkrall

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Posted 16 December 2012 - 09:47 PM

[quote name='Bohya' timestamp='1355692855' post='2120279']
There are many MMOs which can successfully have more than twenty characters on a screen at any given time.
[/quote]

True, there are quite a few of those games. Most of them lags like mad with that number of characters on screen at one time though :)

And they all do tend to have a subscription that means they could spend more on "trivial things" like server costs.

#8 Symbiont

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Posted 16 December 2012 - 11:13 PM

this so called culling roll-back is worse then anything before. opponents disappear in front of my eyes every time i get them low on health, not just one player but large groups of players.

Edited by Symbiont, 16 December 2012 - 11:14 PM.


#9 Tea Midori

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Posted 17 December 2012 - 02:45 AM

I noticed a great improvement in performance during the interim culling methodology. Our group was able to clearly see the entire enemy group running up the hill, spot the mesmer preparing the portal for a mass teleport, and react accordingly. All of which was impossible before the temporary solution.

#10 Lordkrall

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Posted 17 December 2012 - 05:28 AM

[quote name='Symbiont' timestamp='1355699604' post='2120362']
this so called culling roll-back is worse then anything before. opponents disappear in front of my eyes every time i get them low on health, not just one player but large groups of players.
[/quote]

I believe that is called group stealth. It is an elite skill Mesmers have.

#11 Righteous

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Posted 17 December 2012 - 09:09 AM

[quote name='Fernling306' timestamp='1355693717' post='2120295']
They really are trying to keep their server costs down. This is just one downside of not having a sub.
[/quote]
/rolleyes
People STILL believe subs are needed to pay for server costs?
Or was that just trolling?

Edited by Righteous, 17 December 2012 - 09:10 AM.


#12 Symbiont

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Posted 17 December 2012 - 11:04 AM

[quote name='Lordkrall' timestamp='1355722137' post='2120560']
I believe that is called group stealth. It is an elite skill Mesmers have.
[/quote]

no it's not a skill, it's problem probably associated with this culling thing.
you can notice if it's a group stealth when
a: you hear specific sound effect.
b: you see a specific visual effect.

#13 Lordkrall

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Posted 17 December 2012 - 11:16 AM

[quote name='Symbiont' timestamp='1355742265' post='2120720']
no it's not a skill, it's problem probably associated with this culling thing.
you can notice if it's a group stealth when
a: you hear specific sound effect.
b: you see a specific visual effect.
[/quote]

So you think it is more logical that every time someone get low on health they "disappear" than the fact that you might have missed those specific sound effects and visual effects?

#14 Fernling306

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Posted 18 December 2012 - 04:21 AM

[quote name='Righteous' timestamp='1355735383' post='2120673']
/rolleyes
People STILL believe subs are needed to pay for server costs?
Or was that just trolling?
[/quote]

I never said that subs are needed to pay for server costs. Obviously they have servers and there are not sub fees... I'm saying that Anet is skimping out when it comes to servers. Why do you think we have this issue? well, there are several reasons why it is an issue, and that is because they are trying to save money.

#15 Righteous

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Posted 18 December 2012 - 02:32 PM

[quote name='Fernling306' timestamp='1355804494' post='2121494']
I never said that subs are needed to pay for server costs. Obviously they have servers and there are not sub fees... I'm saying that Anet is skimping out when it comes to servers. Why do you think we have this issue? well, there are several reasons why it is an issue, and that is because they are trying to save money.
[/quote]
Server costs are peanuts.
If they wanted to save money they wouldn't bother skimping on servers.

#16 I swung 4 times

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Posted 18 December 2012 - 08:28 PM

[quote name='Lordkrall' timestamp='1355742962' post='2120725']
So you think it is more logical that every time someone get low on health they "disappear" than the fact that you might have missed those specific sound effects and visual effects?
[/quote]

I think people were disappearing when low on health because they were closing out the game.  My understanding is that has been fixed?

#17 Lordkrall

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Posted 18 December 2012 - 08:52 PM

[quote name='I swung 4 times' timestamp='1355862501' post='2122239']
I think people were disappearing when low on health because they were closing out the game.  My understanding is that has been fixed?
[/quote]

Aye, now days people die, the attacker gets credit and the leaver get repair costs.




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