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  1. #1
    Player
    Telsia's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    11
    Character
    Telsia Twiceborn
    World
    Balmung
    Main Class
    Marauder Lv 50

    Suggestion: Implement rendering prioritization for enemies and party members

    Problem: Currently, when there are a great number of players concentrated in one area (eg: certain FATEs) the game engine runs up on the limit of player characters it can render at a time. This can make it impossible to target certain enemies or party members.

    Solution: the simplest solution, as implemented in most other MMORPGs, is to assign a render prioritization to each character model, such that the game client will render those first and use any remaining render capacity for less important models. Such a prioritization queue would ensure that party members and engaged monsters are rendered before non-party members or non-engaged monsters, that companion pets are further down the list, and that graphical effects created by party members and engaged monsters are rendered before graphical effects created by non-party members and non-engaged monsters.
    (0)

  2. #2
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    you're only the 387264382th person to make this suggestion. Adjustments are already planned to address the problem in 2.1.

    The problem actually isn't the render prioritizaiton itself, as the game already has it, but rather a server side issue where only up to 100 characters/objects every 8 square yards can be displayed- and if you're moving around especially, it cant keep up and is constantly showing things and removing others.
    (2)
    Last edited by Alhanelem; 10-21-2013 at 01:31 PM.