Oh look, Post #9,438 saying this, lol. They’re working on it, but it’s a performance issue...not that they don’t want to offer more space.
When you’re in a homestead instance, the environment has to be custom-rendered each time it loads. The more independent, movable objects that are loaded, the more complex the render. If I have a premade room that is flat and pre-rendered, then I add a bed, the system runs calculations - how does the bed look? How does the appearance change as you move around it? How does the light hit it, and how does it bounce off? Now I put in a nightstand...the system has to calculate how the nightstand looks taking the bed into consideration - if the bed is between the camera and the nightstand, then the view of the nightstand is blocked. That’s obvious to us in a real world, but digitally this has to be established. Light bounces between the two objects, and they cast shadows.
It seems counterintuitive that homestead instances can’t be as populated as the rest of the game. Think of it like this...say I have a blu ray of Big Hero 6. I put it in my player, and the one small processor in the player is able to project the film onto my tv in amazing 4K quality. Then let’s say we want Baymax to have a pink hue instead of white for some reason. The designers can drop that into the movie in an hour. It would then take a supercomputer processing center comprised of 55,000 cores over 1.1 million computing hours to re-render the film. Then once rendered, that copy can be played on a puny blu ray processor.
Tamriel is all mostly pre-rendered...only the players are rendered on the fly. In a homestead instance there are hundreds more objects being rendered on the fly, which is part of why it’s hard to add unlimited slots.
Apache_Kid wrote: »But it's not impossible. It just would require ZoS to invest infrastructure upgrades. They don't want to do it because there is no direct financial incentive unless there are that many people holding out on purchasing houses strictly because of the low object limit.
This isn't some technical conondurm that is impossible to solve. It would just take money and some time. Both of which ZoS doesn't seem to want to invest in the housing object issue. Yeah more objects will take the player longer to load but it's not like they will be unable to load them.
+1 insightful however for a good explanation on how loading instances in housing works.
Apache_Kid wrote: »But it's not impossible. It just would require ZoS to invest infrastructure upgrades. They don't want to do it because there is no direct financial incentive unless there are that many people holding out on purchasing houses strictly because of the low object limit.
This isn't some technical conondurm that is impossible to solve. It would just take money and some time. Both of which ZoS doesn't seem to want to invest in the housing object issue. Yeah more objects will take the player longer to load but it's not like they will be unable to load them.
+1 insightful however for a good explanation on how loading instances in housing works.
But what if the performance issues they are trying to sort out are client side?
I lost a motherboard and gpu to the lighting patch. I'd also love more slots but I'd rather they make sure everything will work without issue before raising the cap
Woefulmonkey wrote: »@Jaraal
This is why I keep advocating that ESO add more 'detailed' objects and more complete 'structural' objects.
Basically the cost of providing you and entire 'horse stable' complete with bales of hay and a water trough cost about the same as providing you with a empty bookshelf.
Providing more complex objects does not really 'up' their resource costs very much but it allows players to add content with a single object instead of having to combine dozens of individual objects. The example I usually use is giving us a 'basket full of apples' as opposed to making users take 1 empty basket and a 12 apples to create the same effect.
Oh look, Post #9,438 saying this, lol. They’re working on it, but it’s a performance issue...not that they don’t want to offer more space.
When you’re in a homestead instance, the environment has to be custom-rendered each time it loads. The more independent, movable objects that are loaded, the more complex the render. If I have a premade room that is flat and pre-rendered, then I add a bed, the system runs calculations - how does the bed look? How does the appearance change as you move around it? How does the light hit it, and how does it bounce off? Now I put in a nightstand...the system has to calculate how the nightstand looks taking the bed into consideration - if the bed is between the camera and the nightstand, then the view of the nightstand is blocked. That’s obvious to us in a real world, but digitally this has to be established. Light bounces between the two objects, and they cast shadows.
It seems counterintuitive that homestead instances can’t be as populated as the rest of the game. Think of it like this...say I have a blu ray of Big Hero 6. I put it in my player, and the one small processor in the player is able to project the film onto my tv in amazing 4K quality. Then let’s say we want Baymax to have a pink hue instead of white for some reason. The designers can drop that into the movie in an hour. It would then take a supercomputer processing center comprised of 55,000 cores over 1.1 million computing hours to re-render the film. Then once rendered, that copy can be played on a puny blu ray processor.
Tamriel is all mostly pre-rendered...only the players are rendered on the fly. In a homestead instance there are hundreds more objects being rendered on the fly, which is part of why it’s hard to add unlimited slots.
Woefulmonkey wrote: »@Jaraal
This is why I keep advocating that ESO add more 'detailed' objects and more complete 'structural' objects.
Basically the cost of providing you and entire 'horse stable' complete with bales of hay and a water trough cost about the same as providing you with a empty bookshelf.
Providing more complex objects does not really 'up' their resource costs very much but it allows players to add content with a single object instead of having to combine dozens of individual objects. The example I usually use is giving us a 'basket full of apples' as opposed to making users take 1 empty basket and a 12 apples to create the same effect.
This^^. This makes a world of difference. More of these kinds of objects, please ZOS. More multiple-object-objects like the filled bookcases and place settings, more structural items, esp. *large* structural items.
Thanks SO MUCH for the limestone shelves, arches, stairs, and the floor section in the Alinor furnishings. I'm trying to build walkways in Earthtear, and making long, flat, straight paths was eating up my item count before Summerset. More of that, please. Love the pieces, but that bright-white stone doesn't match most of the homes. Give us wall sections, flooring, arches, benches, etc. that match the interior of Hunding's, Daggerfall Overlook, and Earthtear, etc. (new sandstone, weathered sandstone, new granite, old granite...)
"Desk clutter" would be nice - a messy stack of books, some papers, a couple of scrolls, quill and ink pot, all bundled together as 1 item to be placed on a flat surface. Likewise with "enchanting clutter", "provisioning clutter", etc.
This. This. This.