I've seen exactly the same thing before, in the same location, before update 6.
Daggerfall is also one of the places where I suffered from FPS drops and random loading screens.
I suspect this unseen multi layered building structure is probably contributing to poor texture loading, as building textures in Daggerfall often take much longer to load than in other locations.
Maybe some leftover world builder ideas that were not properly removed in clean up before launch and have been forgotten about.
Finally someone who can confirm this, thank you for posting this! :-)
Yeah, it's the same for me, too, that Daggerfall is one of the places where the fps drops a lot (you can see that in the screenshots in the upper left corner in that info bar, 15-16 fps which is "normal" there) and the random loading screens show up.
Apparently, these textures and different architecture are not rendered anymore as soon as the "normal" ones appear, or we would still see that pillar, for example. But they are there while loading, otherwise we wouldn't have seen them.
Any post of a mod would still be appreciated.
I'm sorry, but I gotta bump this again.
For all players who are experiencing a huge performance impact and fps drops in certain places, this is a thing you might be interested in.
I still think it's funny how mods or devs are still ignoring it, though.

Literally get this double texture EVERY time I enter a building now. Thats directly after the NO LAYER experience as seen above ^^ At this point I'm just speechless so thanks for bringing this to the forums.











farrier_ESO wrote: »That thread looks more like scratch/dev areas that were not deleted from the world map in the move from dev servers to live, and is likely unrelated to the changing archway graphics.
Sounds like they are stripped of all interactibles (which would make a performance difference) and are just basic meshes in the current zone's style kit, which won't make any significant difference because of LoD and occlusion preventing them from getting loaded in.
@Gidorick Yeah, that's what I see, too, when it's not the double layer(I'll post some more screenshots in a minute, as you wished^^)
@Cyrene You're welcome
@RSram I don't think these are actually different locations; to me it looks like they tried at least two different models and textures for the exact same location, decided to use the one we all know but forgot to remove the other before releasing the game.
Also, these "cells" are not like cells as we knew from the previous ES games; all doors we can enter without a loading screen are about 25-30 meter below ground level, I often see this when none of the textures are loading and all the NPCs and players are moving around in town far above^^ Also f.e. when I go to the Mages Guild in Rawl'kha (interior) and it doesn't load anything, I can see all NPCs from the inn at the same height, and the townsfolk far above. It's an interesting sight, but.. it sucks, nevertheless.
The advantage of these "instant doors" is that we can get in right away without waiting for the loading screen to end - the disadvantage is the memory since everything is more or less pre-loaded... And now after seeing even more than just one set of textures and models, it's no wonder how the game runs in certain places for many players.
farrier_ESO wrote: »That thread looks more like scratch/dev areas that were not deleted from the world map in the move from dev servers to live, and is likely unrelated to the changing archway graphics.
Sounds like they are stripped of all interactibles (which would make a performance difference) and are just basic meshes in the current zone's style kit, which won't make any significant difference because of LoD and occlusion preventing them from getting loaded in.
Of course they have nothing to do with the archway graphics... I was merely refering to the general performance. There's just too much unused stuff which I thought is, eventually, decreasing the performance and could easily be deleted. So maybe it's not, who knows.
After update 6, the forums are full with reports about how often the game freezes, crashes all the time or the loading screens never end or take too long, so after seeing these "double layers", I thought this could be related somehow (besides of many other things). Maybe it is, maybe it's not.
Or maybe I just put too many thoughts in this game's future, so I'll just leave it at this. None of the "officials" has shown up yet to explain what these "double layers" are, so if it's not important enough for them to at least tell us "no, this doesn't have any impact on the performance", it's not important enough for me to re-subscribe (my subscription expired just a few days ago). It's that easy.
Veldoril95b16_ESO wrote: »farrier_ESO wrote: »That thread looks more like scratch/dev areas that were not deleted from the world map in the move from dev servers to live, and is likely unrelated to the changing archway graphics.
Sounds like they are stripped of all interactibles (which would make a performance difference) and are just basic meshes in the current zone's style kit, which won't make any significant difference because of LoD and occlusion preventing them from getting loaded in.
Of course they have nothing to do with the archway graphics... I was merely refering to the general performance. There's just too much unused stuff which I thought is, eventually, decreasing the performance and could easily be deleted. So maybe it's not, who knows.
After update 6, the forums are full with reports about how often the game freezes, crashes all the time or the loading screens never end or take too long, so after seeing these "double layers", I thought this could be related somehow (besides of many other things). Maybe it is, maybe it's not.
Or maybe I just put too many thoughts in this game's future, so I'll just leave it at this. None of the "officials" has shown up yet to explain what these "double layers" are, so if it's not important enough for them to at least tell us "no, this doesn't have any impact on the performance", it's not important enough for me to re-subscribe (my subscription expired just a few days ago). It's that easy.
I can't believe that ZoS is able to publish update 6 with such performance issues.
Perhaps the "double layers" have more layers inside, like Russian Matryoshka dolls!
@Raygee that's awesome! Looks like some wacky realm of oblivion. How to you KEEP textures from loading. For me it's like a 1 second delay. Is there a way to stop the HD textures from loading?
Rune_Relic wrote: »That's the thing that troubles me...applying different textures is one thing....that pillar is part of a different model. So its not just textures. I really don't understand why you would have different models occupying the same space. Why would you double on graphics memory on that way ?
None of the "officials" has shown up yet to explain what these "double layers" are, so if it's not important enough for them to at least tell us "no, this doesn't have any impact on the performance", it's not important enough for me to re-subscribe (my subscription expired just a few days ago).
farrier_ESO wrote: »Rune_Relic wrote: »That's the thing that troubles me...applying different textures is one thing....that pillar is part of a different model. So its not just textures. I really don't understand why you would have different models occupying the same space. Why would you double on graphics memory on that way ?
They aren't occupying the same space. The rest of us don't bump into the pillar that isn't there, after all
They are, like I've been saying, almost certainly kit pieces. The building is basically the same shape, but seems to be being shown in kit pieces of a different style for some reason. You can think of it like a retexture, but it's a little more than just a re-skin, since it also changes the mesh. What @Raygee is seeing is the wrong kit pieces.
Collision is clientside for the most part, so, just like with the LoD items which sometimes have oversimplified collision boxes (or none at all!), these items might well have collision, and the pillar might well be collidable with.
None of this adds anything to the server overhead and lag, though, since the only things the server handles are object interactions and tracking (every lootable or usable item will have a per-player flag to say whether it's been looted; every group-lootable item will have a timestamp for when it was looted and a list of what's inside), character interactions (which will unavoidably scale with N^2, sadly: each client informs the server of the player's movements, and the client informs all other clients within range, hence the Cyrodiil lag) and AI (pathing, locations, player interactions, respawn timers and locations, pickpocketability state, list of everyone who's hit or pickpocketed it, etc: scales with N^2 too: each mob's movements get sent to every player, which is why there are no deer in Cyrodiil any more).
Kit pieces might have pathing built in, but the server won't be gettingconfused about which kit piece is used anywhere: that'll be a clientside display issue.None of the "officials" has shown up yet to explain what these "double layers" are, so if it's not important enough for them to at least tell us "no, this doesn't have any impact on the performance", it's not important enough for me to re-subscribe (my subscription expired just a few days ago).
You can find your justification wherever you like of course, but why would they respond to something that has a really obvious cosmetic cause with no server impact? It's not like they have any history of responding to threads delving into the interesting parts of the game: that'd take the fun out of player-investigation!
But it did(or does?) have impact.
While seeing these types of problem on my screen, I had screen freezes due to RAM use maxing out and the ESO Program stopped report popping up. However for the last 2 days I have not had the graphic glitches and now my RAM use DOES NOT max out. No more freezes/Eso stopped reports.
ZOS_JessicaFolsom wrote: »@Raygee - We've got some folks looking into this. Thanks for the screenshots--they really helped! Would you be willing to post your computer system specs?
ZOS_JessicaFolsom wrote: »@Raygee - We've got some folks looking into this. Thanks for the screenshots--they really helped! Would you be willing to post your computer system specs?