So far, I traveled to a couple of places that tend to stutter -- one really reliable one is around the back entrance to the Hew's Bane Outlaws Refuge (The pipe outside the city wall). Always get frame rate drop/stutter around there, which is weird because there's really nothing there, and rarely any large number of players in one spot -- just a few leaving or entering. But the game always stutters there -- has been for a long time. Still stuttering after the patch. Didn't notice any other improvements moving around cities where this tends to happen, either.
On the other hand, I started the Clockwork City quest, and even in the massive scrum around quest-marker NPCs, the game was smoother than it usually is in those situations. So something might be working more or less as intended.
I did notice while running around in the fetch-quest that leads up to entering the Clockwork City, that full textures were loading a bit slowly on some characters' clothing and armor, even with perfect 60fps and sub-150 ping. Might not even be noticeable on a smaller/lower-res monitor or at lower graphic settings. Made me wonder if they played with LODs a little to ease the load at longer distances.
I'm personally having zero issues with FPS or latency. Game is running smooth as butter today, and on a major patch no less. This includes both Cyrodiil and The Clockwork City with tons of people running around everywhere.
I have never played more unstable finished game before.
RandomName123 wrote: »You ever play PvP?
RandomName123 wrote: »"In this update, we’ve been hard at work improving the performance of the client."
Maybe we have a difference of opinion on the meanings of the words "hard at work" and "improving".
Agreed. 32-bit client is EXTREMELY unstable.
32bit is so 90's tech.
Loading screens definitely are shorter, and my game is not even installed on my SSD.Client performance (so ignoring all 'skill lag', etc) is definitely better for me this patch. I used to go grab a drink porting into a dungeon, now the loadscreen is shorter than the port animation. Similarly doing WGT pledge, the Kena fight felt a lot smoother than I've seen it in the past.
BrightOblivion wrote: »Stuff has definitely been spawning in faster on my screen, at least in major cities. The real test for me will be how things run in trials, where certain mob groups tend to take forever to spawn in. Some examples:
-Varlariel's clones
-The additional enemies in the fight where you stack on the rock, just after the storm atro
-Any fight in MoL where additional enemies port in (including the shades in Rakkhat's back room)
-Mantikora and lamae during the Serpent fight
-Adds, the 4 transistors, and (during Saturday's fight) the General's freaking arms (which made for fun times as he did a shoulder rotation and knocked the tank backward without touching her) during the Assembly General.
-(Since the Horns patch) The animation and indicator for the mantikora's popcorn/quakey thing
If these scene graph changes speed up my on-screen arrival of even *some* of these and make it such that I'm not having to just drop my ground-based AoE and pray, I'll be absolutely ecstatic. If not? Kinda bummed.
day after day, week after week, month after month, year after year people whine about ESO performance.
They arent fixing it.
After all this time if you expect them to fix it you are a fool, if you think them telling you "we are working on performance" is a literal interpretation that its going to be fixed, you are a fool.
Nice people at ZOS, but what you see is what you get...