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Bottoms_Up

Member Since 14 Sep 2012
Offline Last Active Apr 02 2013 03:28 AM

Posts I've Made

In Topic: Upcoming WvW ranks are account bound, not character bound.

06 March 2013 - 10:57 PM

Title: Upcoming WvW ranks are account bound, not character bound

Post: So...apparently WvW ranks are character bound, not account bound...

Does not compute ;)

In Topic: Daily achievements change

31 January 2013 - 10:02 AM

View Postzwei2stein, on 31 January 2013 - 07:53 AM, said:

Anyone has spot with several veterans closeby?

WvW - every tower has a bunch of them standing in a circle. Supply camps too.

I hadn't paid much attention to the changes but yesterday after a short stint in WvW I finished my daily for the first time in ages, not even realising I had done most of it.

In Topic: Crystal Desert/Yak's Bend/Kaineng

27 January 2013 - 11:51 PM

View PostImpmon, on 27 January 2013 - 01:35 AM, said:

I was on kaineng months back when they were stuck being zerged daily by Devona's Rest.  Typical day involved going into a BL to see a bunch of DR camping the zone in with seige equip.  Seriously, they'd have treb's / cata's / ballista all set up right outside the portal keeps.  

Ah, so that's where Kaineng got the habit from then. Either that or they use special squads of ex-DR transferees to do the dirty work.

In Topic: January WvW Culling and Load Changes

25 January 2013 - 02:53 AM

View PostDeagarFA, on 24 January 2013 - 10:52 PM, said:

I'm really hoping that whomever wrote that is bullshitting because transmitting only the race, the gender and whatever armor class would alleviate the culling problem dramatically since the calculations and transmissions are more simple.

I'm not sure, because they aren't saying that is the only info being transmitted, rather that that info is being used by your PC to render a more basic model on screen.

I think those three aspects are probably pretty trivial in comparison to other transmitted data, such as movement direction, speed, actions, buffs, etc. If they only sent info for only those three aspects, you might end up being able to see someone is there but have no idea what they are doing or where they are going.

My impression is that culling isn't about filtering the types of data being sent but rather choosing for which of the players in an area data should be sent.

In Topic: January WvW Culling and Load Changes

24 January 2013 - 01:19 AM

View PostNcyphe, on 24 January 2013 - 01:08 AM, said:

Culling is actually a 3D-graphics definition.  It's the process of analyzing a scene and deciding what to render and what not to render.  What's happening, is your client learns of a visible player, but has no information on hoe that character looks, so ANet originally designed the client to just ignore the player until visual data is received (not supposed to sound bad).  It also has a lot to do with what a graphics card can handle.

So, in essence, ANet is now redesigning culling to place low def. place holders so that players can see all the players in the area.

I understand what you are saying and think that logically this is what one would think when talking about culling. I have got the impression, however, that Anet use the word culling in a different sense (this is from comments made by Anet employees in various places).

Take, for instance, the comment in the 'announcement' at the beginning of this thread referring to fallback models:

"Please note that this change does not eliminate delays due to culling, it only addresses delays due to asset load times."

This indicates I think that asset load times (including rendering) and culling delays are separate issues. I am pretty sure from past comments that the culling problem is very much a server-side problem but I don't have links to those and am in no way qualified to go deeper into it so will bow out now. Thanks for your input.