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  1. #71
    Player
    Ayerc's Avatar
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    Mar 2011
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    Las Vegas
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    155
    Character
    Ayerc Atreides
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Shaone View Post
    I don't know if it's just me, but I seem to remember a time when significantly more retainer models were loaded into view that currently are. Maybe they turned down the max NPCs displayed in the wards at the same time to balance it out?
    I believe they lowered the number of NPCs rendered in wards to primarily improve menu performance. The inclusion of item display most likely factored in here also, as the weapons and armor have larger poly counts than accessories.

    Accessories can't have a huge poly count, they're small items...so the impact on performance should be negligible.
    (0)


    Dear S-E,
    Your s#!% has improved, but it's not quite there yet...you might want to see to that.
    Thanks.

  2. #72
    Player
    Shaone's Avatar
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    Mar 2011
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    286
    Character
    Shaone Abides
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    I don't know, a gemstone choker has got to be pretty close up there to a simple wooden shield or a dagger.

    edit: rather than double post:

    Also, when you consider the point where accessories were added (alpha 3? can't remember), client performance was nothing like it is now. So perhaps the impact would probably have been more significant then.

    But another factor (one where size doesn't matter ) is that every attack you make, every time you are attacked, the server will have to load a longer list of equiped items, calculate player stat total based on current durability (if it wasn't for durability, player stats could probably be cached at equip time) and update durability on more items. Even a 10-20% increase in calculations might be quite significant, particularly at places like say Broken Water, where you might have 3-4 15 man leve groups, a behest, people grinding, people crafting, all in a pretty small radius. Already had quite a few zone crashes there, so if accessories are being capped for performance reasons I have no complaint whatsoever.

    But I would hope in the future the situation will change and we can have uncapped accessories.
    (0)
    Last edited by Shaone; 03-16-2011 at 07:06 AM.


  3. #73
    Player
    Ayerc's Avatar
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    Mar 2011
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    Las Vegas
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    Character
    Ayerc Atreides
    World
    Balmung
    Main Class
    Pugilist Lv 50
    It depends, if the detail is mostly a skin, then it could have a very low poly count. I'm betting it's mostly a skin, very little articulation on the gemstones themselves. Where's a FFXIV viewer when you need one...
    (0)


    Dear S-E,
    Your s#!% has improved, but it's not quite there yet...you might want to see to that.
    Thanks.

  4. #74
    Player
    Shaone's Avatar
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    Mar 2011
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    286
    Character
    Shaone Abides
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Ayerc View Post
    It depends, if the detail is mostly a skin, then it could have a very low poly count. I'm betting it's mostly a skin, very little articulation on the gemstones themselves. Where's a FFXIV viewer when you need one...
    Best I can find, basic earring from ffxivpro.

    http://www.ffxivpro.com/screenshots/1163

    But that's not one of the worst ones, it has relatively few curved edges.

    The metal Choker series strike me as probably the worst of the accessories to render. Thumbnail doesn't really do it justice, but I can't find a screenie, but I remember looking zooming in and looking at the model for this on my char, and thinking at the time how much detail and effort went into the modelling:

    (0)


  5. #75
    Player
    Ayerc's Avatar
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    Mar 2011
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    Las Vegas
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    155
    Character
    Ayerc Atreides
    World
    Balmung
    Main Class
    Pugilist Lv 50
    It's hard to tell how many polys went into the choker, but definitely more than the earring. That earring is very low poly.

    Most details of an object comes from the skin however. There's quite a bit of credit to be given to a properly shaded skin. There's also opacity mapping which can make a portion of one poly invisible to rendering, so it appears to have a greater geometry.

    I think at this point, it's best to say we don't have enough information to go off of.
    (0)


    Dear S-E,
    Your s#!% has improved, but it's not quite there yet...you might want to see to that.
    Thanks.

  6. #76
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    Mar 2011
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    I'd like to hear the legitimate reason why there is slot cost in this game.... A lvl 50 is going to have like +2 more overall strength than a rank 25 due to slot-cost
    (0)

  7. #77
    Player
    Nephera's Avatar
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    Mar 2011
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    Gridania
    Posts
    980
    Character
    Nephera Habasi
    World
    Hyperion
    Main Class
    Lancer Lv 50
    I think maybe its there to provide a choice between wearing earrings or finger rings and a choker maybe.

    I dont even know.
    (0)

  8. #78
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    Quote Originally Posted by BelgianRofl View Post
    I'd like to hear the legitimate reason why there is slot cost in this game.... A lvl 50 is going to have like +2 more overall strength than a rank 25 due to slot-cost
    Except they won't due to optimal rank.

    Wait nm, it's belgianrofl.
    (0)

  9. #79
    Player
    BadJoeRed's Avatar
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    Mar 2011
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    Character
    Theros Hiryu
    World
    Coeurl
    Main Class
    Warrior Lv 70
    Quote Originally Posted by BelgianRofl View Post
    I'd like to hear the legitimate reason why there is slot cost in this game.... A lvl 50 is going to have like +2 more overall strength than a rank 25 due to slot-cost
    I like how you self bumped your own thread after people were done with it.
    (1)

  10. 03-17-2011 02:46 PM

  11. #80
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    Mar 2011
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    This is a very important issue that needs to be brought to attention.
    (0)

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