lol talk about grasping at straws to help server performance, I didn't realise persistent effects were there just to look pretty
People, dont forget about customisable telegraphs for enemy AND friendly abilities.
You won`t see half of the particles and effects of abilities, but u WILL see HUGE GREEN OR RED CIRCLE.
Is it not enough?
MercTheMage wrote: »I couldn't care less about how this affects pvp, but it NEEDS to happen for trials.
People, dont forget about customisable telegraphs for enemy AND friendly abilities.
You won`t see half of the particles and effects of abilities, but u WILL see HUGE GREEN OR RED CIRCLE.
Is it not enough?
Capt_Morgan wrote: »People, dont forget about customisable telegraphs for enemy AND friendly abilities.
You won`t see half of the particles and effects of abilities, but u WILL see HUGE GREEN OR RED CIRCLE.
Is it not enough?
Tested it last night with my wife. It's literally invisible... No animation, nothing. Certain skills like the destro ultimate still show up. Only muted. Healing springs stoll shows, but offense ground dots and certain player buffs... Nada, in my opinion this should be a trial only implementation, or even cyrodil if it is really that necessary. Four man content, and bgs. This is really stupid. Made the game a whole lot less visually appealing running through a couple dungeons duo on the PTS. This is so not necessary for open world or smalls scale combat.
RinaldoGandolphi wrote: »
1. With a toggle the server is still going to have to send commands telling the clients to draw those effects(Even if they have the toggle off client side)
at the very least 'ultimate centered on this flag' would be a signal worth recreating. .
Some group effects need to be seen to play effectively, please let us toggle the effects.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
If these changes are to increase server performance (i.e., latency), a toggle wouldn't help. When toggled off, the server would still have to perform the calculations for where everything is so that is can be shown in case anyone has it toggled on. If these changes are to improve client performance (i.e., FPS), then a toggle would be fine.
To give everyone a bit more detail, you will still see the animations and initial cast FX of the ability to help give some feedback as to where your allies are casting their abilities. For example, with Caltrops, you still see the ball of spikes fly to the correct location and explode. With Elemental Storm, you'll still see a column of fire/frost/shock at the specified location.
We removed the persistent effect because it could be difficult to parse what was happening when many players activated them at the same time. We also wanted to keep the spells looking and feeling awesome so the caster of an effect always sees its full glory.
More detailed feedback on global combat clarity and on an ability-by-ability basis would be much appreciated if you guys could check this out on the PTS, both in large and small groups.
Feedback on the toggle duly noted.
JarlUlfric wrote: »MercTheMage wrote: »I couldn't care less about how this affects pvp, but it NEEDS to happen for trials.
It still needs to be seen for PVE. If a raid lead calls ultimates or for mitigation, how are teammates able to see where? They can't.
RinaldoGandolphi wrote: »lol talk about grasping at straws to help server performance, I didn't realise persistent effects were there just to look pretty
They are not grasping at straws, if you understood the limitations of DirectX 11 and how its still serialized, and the multi-threaded function of it has never really worked( your CPU can fill a buffer of jobs for your GPU to render, but its still serialized) you would understand how much of a positive effect this will have on performance.
this is the right decision, there should be no toggle.
DirectX 11 simply can not handle or render so many particle effects on the screen at the same time due to it still being serialized. DirectX 11 was a big step up from DirectX 9 where only one thread could talk to the GPU, but DirectX 11 still has limitations. Why do you think ESO is so CPU bound? its not all because of client side calculations, a good bit of it is CPU Draw calls.
Even on a GTX 1070 and a i7-7700k you can see client side FPS fps drops from 60 to 30-35 just by a bunch of people in town spamming abilties....because your CPU has to draw call all that nonsense, and since DirectX 11 is still serialized and isn't exactly a great multi-threaded renderer this is what we got.
AMD designed Mantle for exactly the reasons I am talking about.(to make up for DirectX 11 shortcomings) Mantle allowed the CPU to send as many jobs as it wants to GPU and removed that serialization aspect allowing to process significantly more draw calls per second. This ended up forcing Microsoft to adopt much of it into DirectX 12 with AMD help, and AMD handed over the Mantle code to the Kronos Group to be the next version of OpenGL later named Vulcan.
If ESO has no plans to move to a modern API that can handle all the draw calls they want for all these effects, then they need to cull back on the unnecessary draw calls that impact peoples FPS, impact peoples ability to see enemy/bad things on the ground, etc...and you do that by telling the server, and making the client not process friendly graphical effects that are not important thus you reduce the amount of draw calls the client needs to process by a large margin, while also reducing what your server needs to send to tell the client to draw.
Since it seems ESO has no plans to move to DirectX 12 or OpenGL Vulcan, they need to move forward with this with no toggle. As someone who understands the limitations of DirectX 11, this has NEVER worked right in ESO, and its simply unfeasible....when you got 12-24 people all casting Wall of elements, Ash Cloud, Liquid Lighting, Healing, etc...its impossible for DirectX 11 to render all those draw calls in a reasonable time...its situations like this is exactly why AMD developed Mantle in this first place, and is exactly why Microsoft later developed DirectX 12 to handle these problems.
Good job Wrobel and company on taking the time to optimize this. I know sometimes folks have big plans, and you should never lose sight of your dreams, maybe one day you folks will implement DirectX 12 or Vulcan and can really push the limit on these sort of things.
Until then, thank you for recognizing how you can best improve performance while still keeping the game fun. I appreciate your work on this, and many players with middle of the road systems will be very pleased not seeing their FPS plummet in areas where players are just spamming stuff for no reason(like the wayshrines around Reapers March and Stormhaven for example)
My reasons for no toggle is because:
1. With a toggle the server is still going to have to send commands telling the clients to draw those effects(Even if they have the toggle off client side)
2. There is no real good way to tell who has the toggle on and who has it off and asking the server to differentiate between those who have it on or off and only send commands to draw to clients that have it on just adds another layer of complexity. Simply put it makes no sense to implement, and is something that has a very good chance of causing rendering issues down the road that will force you to spend times and money on fixing.
3. Having them universally off means the system is much simpler to troubleshoot in the case an effect here or there doesn't render they don't have this conglomerate of stuff going on in the background saying" well this client is unchecked so it can render" but this client is checked so it shouldn't render stuff.
continuing with the same stuff we have no just means performance keeps getting worse. this is a step in the right direction, and it needs to happen.
This is how I see it too. I used to play in Vivec and you could always tell by the lag when a zerg was about to ride over the hill.
Tl;Dr
Give zergs a reason to run separately. Having +4 24 man groups all dropping AoEs on front door of Ash is what is causing lag, not skill animations themselves.
Enough bandaids. Fix the real problem.