This all should have been taken in account when making Eurika. They had to know that this would happen. Eurika right now is a bad design. It needs to be overhauled and redone.
This all should have been taken in account when making Eurika. They had to know that this would happen. Eurika right now is a bad design. It needs to be overhauled and redone.


Unfortunately, filtering the effects of others does not help with this. It only helps with visibility, to get rid of that white mish-mash of skills engulfing the NM.
I have also tried to reduce the Character and Object display count setting(Which is in System Config. > Other Settings) to see if that done what I hoped it might. But to no avail, I set this setting to "normal" and then "minimum" but it only helped with FPS. I still had grayed out party member names even though I had less displayed on screen. There is no priority for your own party members. It may however help slightly with the visibility of the NM, but I'm not certain.
Having the same issue. The last three NM bosses I attempted never showed up on screen, even when I was standing on top of where they supposedly are(based on where the melee dps are fighting). I wind up getting bronze because even spamming Flash and Circle of Scorn doesn't cause the boss to show up in my enemy list.

request: can a friendly mod pass on the idea of adding "prioritize bosses and party members" as a graphics option to avoid many issues.
Its less of a issue if a random in alnother alliance disappers instead
.
as a main healer this issue breaks aoe heals cause it classes them as out of range, and the tank despwning why he's the main-tank makes healing him a nightmare
Thankyou for your time <3
Thank you for the update Claviusnex.
I'd recommend disabling some of the battle animations in the character configuration settings. Also, under the graphics options in the System Settings. Make sure to enable 'Occlusion Culling' and 'Use lower detail models on distant objects.' This may help with the overall amount of objects in screen.
We hope we can be of assistance in helping you enjoy the exciting world of Final Fantasy XIV!



Are you for real? We the community have known for years to do this. We’re all doing what you suggested in Eureka, and still have the problem listed in the OP.Thank you for the update Claviusnex.
I'd recommend disabling some of the battle animations in the character configuration settings. Also, under the graphics options in the System Settings. Make sure to enable 'Occlusion Culling' and 'Use lower detail models on distant objects.' This may help with the overall amount of objects in screen.
We hope we can be of assistance in helping you enjoy the exciting world of Final Fantasy XIV!
I didn’t realize our forum moderators were so out of touch.
Last edited by Odd; 03-20-2018 at 06:45 AM.
It's getting worse!
That person off to my left? They're fighting a Squib.
In town, I healed a person that was apparently fighting a squib(combat noises and damage numbers showing up, but nothing in their target or on my enemy list when I healed them).
Edit:
Now in video form!
https://www.youtube.com/watch?v=cTrAd0miQdI
Last edited by KeyboardFacerollname; 03-20-2018 at 09:00 AM.



That is not the problem. I've done it an it makes no difference.Thank you for the update Claviusnex.
I'd recommend disabling some of the battle animations in the character configuration settings. Also, under the graphics options in the System Settings. Make sure to enable 'Occlusion Culling' and 'Use lower detail models on distant objects.' This may help with the overall amount of objects in screen.
We hope we can be of assistance in helping you enjoy the exciting world of Final Fantasy XIV!
Haven't you read my posts or any of the other players updates about having the same problem? The implementation of object culling is broken. It will cull my current target. It will cull my party members. It will cull the boss and mob NPC's and still let them kill me. It will do all of this while showing other players that I do not care about seeing. Culling should never remove my target and make me have to find it and reacquire as the target. Culling should never remove players that are in my party. Culling should never remove a non-targeted boss or mob NPC and allow it to still kill me (should never be culled actually). Culling should remove other players that don't have a direct association with me. Culling should remove any benign graphics objects that have movement. Not only would resolve the problem in Eureka but with Ixion, Odin, S Ranks, etc.
Yes, I have read your posts and I understand the issue you are having. However, you never stated the specific settings you changed (aside from battle effects, however I am unsure if this setting is off for everyone else in the thread, so I left it in) and it is impossible for me to know which settings are on and off in your particular client. Thus, I must suggest those things so they are not overlooked.That is not the problem. I've done it an it makes no difference.
Haven't you read my posts or any of the other players updates about having the same problem? The implementation of object culling is broken. It will cull my current target. It will cull my party members. It will cull the boss and mob NPC's and still let them kill me. It will do all of this while showing other players that I do not care about seeing. Culling should never remove my target and make me have to find it and reacquire as the target. Culling should never remove players that are in my party. Culling should never remove a non-targeted boss or mob NPC and allow it to still kill me (should never be culled actually). Culling should remove other players that don't have a direct association with me. Culling should remove any benign graphics objects that have movement. Not only would resolve the problem in Eureka but with Ixion, Odin, S Ranks, etc.



I apologize for being testy but it is frustrating losing the boss then being killed over and over by the boss/add you can't see nor see its AoE field marker. One knows where the boss is because you can see all of the melee players you don't care about standing around hitting something. A player can also have a pretty good guess as to whether the death was caused by the culled boss or by a culled add by the kill pattern of the players around them. Being ranged mine seem to be more invisible adds the way they run around during the boss fight but I've also been run over by invisible bosses.
Before retiring I worked for over 30 years in software architecture and design for large operating systems and databases. I understand the rationale and need for object culling. Something is not right with the algorithm being used to cull objects. Based on some of the behavior I've seen while trying to locate the boss it wouldn't surprise me that there are distance based decisions used to cull objects that are farther away. If I'm correct it would be a problem for ranged players if distance was a higher priority than current target, party members and bad guys. It might or might not explain some of the adds behavior as well. I also wouldn't be surprised if it culled some of the objects behind the player's field of view. This could explain some of the player deaths to adds if they are culled and use an AoE from behind. The only reason I am focusing on object culling is this problem does not show up when there are fewer players in the same locations so no items need to be culled to maintain performance.
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