Okay, I'm going to be blunt about this. You simply do not know what you are talking about in regards to how game engines work and I feel comfortable in saying this as someone who has years of professional experience as a game designer with multiple shipped titles including an MMO under their belt.
You are referencing, with only a rudimentary understanding, another person's work that in of itself is only scratching the surface of one isolated part of the much greater system that is the game engine.
You also continue to go on about vfx data packages and how this 3rd party plugin interprets and manipulates them which has frankly nothing to do with what I was talking about in regards to a simple aspect of how game engines work and discern the existence of things in a game world.
Just looking over the documentation provided for what appears to be the most popular of these mods, two things become clear.
First is that the mod is simply a basic vfx editor which allows some limited manipulation of the associated data files, such as switching out or turning off vfx elements for a package and manipulating numeric parameters such as scale and orientation. It only knows of and touches the data within those files and provides little insight into what is happening in the game engine itself around those vfx files when a function referencing them is called. Plainly put, the mod's interactions are specific to those data files and their parameters and not the engine.
Second is that the creator of the mod only has a rudimentary understanding of game engines themselves. Funny enough when looking at their list under "To Do" it references them realizing the exact thing that was part of the central point in my posts, "it looks like ground-targeted aoes are spawned on a dummy actor". To someone who has experience working in game engines, this is something you would assume to be the case based on knowledge of game engines.
While it may sound like I am trying to belittle what the creator did with their mod, I am not and I think what they made is cool and obviously shows a lot of dedication. However, it is what it is and people should see it for what it is and not try to make it out to be something that it isn't.
So in short, nothing about "vfx stacks", the vfx files themselves or a mod that allows you to edit parameters of these files have anything to do with what I was saying or the point I have been making.
VFX and much of anything else being spawned into the game world needs an explicitly established point of origin, as is made obvious by the very mod(s) you bring up, or else you'll get an error and the thing won't spawn or, depending on the engine, it may just spawn the thing at the default world coordinates of x0,y0,z0. These points are almost always established through the placement and existence of a game entity/game object into the game world.
Those objects will often be placed by a dev directly into the game world in the game engine editor if they are to activate/spawn in a predetermined or predictable location, spawning/activating when the map loads or at a scripted or triggered time.
If the thing is to be spawned at a known relative location, such as on the player's weapon, but at an indeterminate time, an existing game object will be referenced by the entity as the point of origin such as the animation bone in/for the weapon being referenced by a vfx file as the point of origin for something like making flames engulf the weapon.
When something has to be spawned at an indeterminate time and location, such as would be the case of having an axe appear in the ground at the current location that the player is standing when a certain attack ability is used and the axe stays there for a specified amount of time before being disappearing, that requires the game engine to dynamically generate a brand new entity/game object into the game world to mark the desired location and be used as a point of origin.
Therein lies the problem, that the game engine has to create on-the-fly a brand new entity into the game world to be used as a reference point and more entities existing requires more system resources. Again, it has nothing to do with the number of files in the vfx package, the number of referenced points of origin, the color of the vfx, the scale of the vfx, whether the vfx is referencing one art file or another or any of that stuff. It is about needing to generate and place a whole new game entity into the game world.
In regards to your old Holmgang yank animation bit, no it requires multiple reference locations, not just a single one. Just the chain vfx for the animation requires two points. How would you draw the line for the chain without two reference points? You can't. The animation requires two, the player and the target. Doing the same general animation but with the axe sticking in the ground idea is the same, minimum of two reference points, the player and the axe in the ground. The difference is that with the old Holmgang, the second point, the target, already existed in the game world; while with the axe in the ground one, a new entity had to be generated into the game world in the engine requiring additional system resources.
As for why the data-miners and modders may be calling them "stacks", it's likely because they are used to using database-centric terminology and extracting data into tables and organizing it into data stacks for easy parsing and so they just generally call such organized groupings of data "stacks". If just viewing these datafiles as a database or dataset, I guess you could refer to them as data stacks but in an actual game development environment they aren't called that, at least not in my experience.
To wrap this all up, even though I am pointing out that you don't know what you are talking about on this topic, that isn't necessarily a condemnation of you. The vast majority of people have little to no knowledge of the ins and outs of game development since most have no actual experience doing it. That's fine, to be expected and shouldn't be something to hold against somebody. At the same time, when you don't know about something you should act from a place that acknowledges that and takes that into account instead of trying to bluster your way through to a false sense of subject matter expertise.



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