Colin Johanson said:
Apparently I need to be more clear…By performance I’m talking about the work we’re doing to improve server lag when large #‘s of players come together we’ve been updating on lately that has been a major discussion topic lately.
Obviously graphical performance is a type of performance as well, my point is it’s not the part we’re currently as focused on, but are also well aware of and want to improve.
Jon Peters, Lead Game Design said:
Game Design Lead
What is does is start to reduce the amount of particles and details on effects once you have a certain # of them on screen. This system relies on us manually setting up a value for how noisy any given effect is so if turning it on does nothing in certain areas, we could simply not have set those effects up correctly. A cursory look at the data seems like they are setup, but there might be some caveats in how the Effect LOD system works that keeps it from turning on for those instances because it is an “important” boss. I’ll dig a bit deeper when I can.
There's a lot of rightly deserved contention on ArenaNet not allowing enough granularity in controlling things... Their system seems to be incapable of differentiating between friend / foe particle effects and therefore their system will say 'F U' to settings if they believe a certain level of particles are needed for the boss, usability be damned.