Alright, so you guys probably know of the recent dragons update, right? Well, when I tried fighting a mythical dragon, the lag got SO BAD that me and my entire party ended up facing a frame per 3 seconds on lowest quality settings and low graphics. Inevitably, we couldn’t even dodge the dragon’s attacks cause we were lagging that badly and we just got wrecked. Honestly, this one doesn’t even need to be long, Arcane Odyssey just isn’t optimized at all, and players are paying the price for it, via frying their PC’s. It’s so bad that even a NASA PC would crash playing Arcane Odyssey and doing any kind of fighting.
the biggest issue rn seems to be moves with multiple ticks of damage or a bunch of projectiles. my game straight up freezes when i use barrage or quickdraw
Next update should just be heavy optimization focus. I have a 4060 and 32 gb ram, a 13th gen I7-13700 with 16 cores, I have ZERO business lagging THIS hard on Roblox of all things
Yeah. This should have been game discussion, and that WAS my intention but I was just too tired at 1 AM so I didn’t pay much attention to where I was posting. Surprising how I didn’t catch the tag requirement either.
My game actually completely FROZE when I fought a powerful dragon, it was so bad that I couldn’t even block and my death bypassed the revive. So, yeah, as I said, game ending issue.
I had that nearly happened to me with a full grown one
Lag spike within the same second of me seeing it’s fire breath appear, i could barely move for multiple seconds, i went from like 80% of my hp down to 100-300 health remaining barely living
(my health went down to the same amount like 3 or so times in that one fight)
AO’s performance is probably at it’s lowest rn, I could get up to 80 fps before, now even going over 60 is really hard.
Like, it’s worse than the fort raids we did in 15h+ servers
I remember my entire party collectively had their screen frozen for at least 2 minutes, I was the first one to unfreeze and I found myself dead, and my party members also. This is an active, and SEVERE detriment to the game.
Sure, the developers are trying, true, but they aren’t taking drastric measures to ensure performance is better, for example removing valueobjects for using attributes instead, using UDP remotes instead of TCP in repeating loops, compressing data fired to server/client using the buffer API, using StreamingEnabled to make islands you are not on a LoD level lower.
There are too many things to list, but these are some that could be done, some[1]
TCP → UDP conversion requires no code, Buffer API requires some thinking about byte sizes but it’s manageable, ValueObjects → Attributes wouldn’t really be changing much either; you’ll just be changing where the value points to from a ValueObject to an attribute. ↩︎
I personally also feel like every single humanoid having a sensable aura regardless if they can actually be fought at all or not might be harming the fps at least a tiny bit