Vetex should consider making the dark sea a separate place.
sigh itâs immersion.
at least this immersion is actually interesting, in the way that it shows the people are actually alive and isnât just an annoying thing you have to manage
cough cough water poisoning, armour damage cough cough
The dead folk at Port Mistral have an aura.
Is, yes.
It is very likely that the game checks for an applicable model[1] to apply the sensing to, but then you have to think; how is the sensing rendered? whatâs the performance cost for having so many sensing gradients around? Too many questions, no answers.
Not exclusively humanoid, as per the Poseidon template sensing in the floor. âŠď¸
never mind
Well, itâs possible vetex hid an invisible humanoid under the floor to have something capable of speech?
Tucker has an aura and weâre literally able to watch him decompose in real time
I was about to say âPossiblyâ, but then I realized weâre talking about Vetex, so yes, that is pretty much what it is then.
all of those are generally for server performance (ping), and script performance isnât the issue according to vetex (you can probably verify that by going frame by frame yourself in the micro profiler)
I would highly doubt sensing is the issue, I highly doubt all of the billboardguis used to make the sensing gradients exist until you press shift + g (which is probably why literally every humanoid has one since itâs just going through everything tagged âhumanoidâ or that has one and thatâs why tuckerâs body counts)
my guess is that aoâs shitty performance has something to do with loading stuff in. when im on my laptop which doesnât have very good performance, if I stay in roughly the same area, I get ~60 fps. if I start moving or using attacks that drops fast
From what I saw last, there isnât profiling done in code to accurately show how long actions take, therefore I am not able to see what is bottlenecking.
Itâs moreso hope it doesnât exist when you arenât sensing.
I do not believe humanoids are tagged, as there isnât much proof of CollectionService being utilized for many systems in AO.
Very likely, as the amount of parts in the world are overloading the rendering to the point every computer is suffering.
actually the culprit of this updateâs terrible optimization might just be corrupted dragons. the moment one loads it seems like everyone on the serverâs fps just tanks no matter how good your pc is
edit : this actually isnât true, but a group behind me were fighting an ancient (corrupted) inferno dragon and I loaded some monster island and somewhere in that time frame the serverâs fps tanked globally with 10 fps drops intermittently. the updateâs terrible optimization is probably still something to do with the dark sea
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