ESO Devs: Prop meta-data streaming? ... and ... Loading scenery physics before textures?

ballistic
ballistic
✭✭
I've noticed along with the latency issues yesterday, that the world's scenery props (walls, bridges, platforms and other static objects that cannot be interacted with) seem to be delayed in loading and were "popping-in" to view very late.

I just wanted to ask ESO's dev team whether the model IDs, pos/scale/rot of scenery props are sent by the server to all players just like GameObjects and NPCs probably are?

(If they are, I'll follow up with some suggestions to help reduce server-side processing and disk-thrashing overheads, reduce latency and improve the gaming experience for players. - If not, no worries, please just review the issue below instead!)

--

Also, would it be possible to load the mesh AND physics (for collision detection) before loading textures?

Players are running through or falling through scenery because the physics appears to be loading after textures - switching around the load/instantiation order will fix this.
  • LawfulEvil
    LawfulEvil
    ✭✭✭
    Every time I have fallen or got stuck it was going up stairs before they fully loaded. Usually after sprinting on a horse in a crowded area. I blame my poor CPU so far.
  • ballistic
    ballistic
    ✭✭
    If they just loaded mesh collision before loading the textures it would be fine.

    I may well be wrong but to me it appears the order is:

    1. Load the mesh.
    2. Load a lower quality diff map.
    3. Render the mesh with the LQ texture.
    (Player can now see it but can of course walk/fall/etc straight through it)
    4. Load the higher res maps (eg. diff, normal, specular, etc. maps)
    5. Render the mesh using the higher-res textures.
    6. Apply the mesh collision.

    I suspect I might have 5 and 6 in wrong order but still, waiting for multiple bitmaps to load before applying mesh collision just seems backward.
    Edited by ballistic on April 30, 2014 9:50AM
Sign In or Register to comment.