Cyrodiil problems will be fixed when ZOS finally bites the bullet and invest in the hardware neccessary to operate a zone of its size.
All of this tweaking spells and removing deer destracts from the real issue, which is that the hardware cannot process everything going on in the zone at once, and that the fix for that of course is better hardware.
If a player's PC can't render everything at max settings, they don't tell the developer to trim back on the graphics and eye candy. That's the approach that Cyrodiil fixes are currently taking.
Not according to ZOS...LinkThis is not a situation where we can just add more hardware. Player population in a given area hurts the performance and the more people that are in one area, the more performance is going to be hurt.
I think people here are confusing latency, with frame rate?. Models don't cause 'lag'. Client<->Server interaction does.
Every time any of those grouped up players do anything that is referenced server-side, it's creating crazy amounts of I/O. Maybe their current servers can't handle the load. Or, they overestimated the player scale in Cyrodiil, and how they could handle it.
If you completely disabled all player geometry, it would have 0 impact on server-based latency. Because the models are running on the client machines, not the servers.
ps: this idea in itself is pretty ridiculous. It's like saying "would you listen to music through a potato, if you could fit 100x the amount of music on your phone"
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Edit: This is also reminding me of the "lighting patch". where ZOS introduced nice interior lighting updates, and everyone when full on FUD mode, blaming this change on exterior world pvp performance problems, which has zero connection lol.
The reason for the lag is not character models, because this stuff is performed client-side. It would help nothing at all.