Performance Improvements

This is an awesome post explaining how loading and game servers work. Very rare to see devs giving this kind of insight. Kudos.

"
sklipnoty wrote:
Ok before I even read further;

There are two reasons why data may be late - internet latency and server performance.


Really still this? You still blaming ISP's for your own shortcomming? Every other game faces the same problems. Ok. Every MP-game ever made has to deal with internet lag. Stop blaming our ISP's and get your backend fixed plz.

The rare crashes that occurred changing areas on 64-bit systems are now gone.

Last time I checked I'm playing on 64-bit and still getting out-of-mem crashes bro. Although they are less frequent.

but won't have the performance improvements that come with DirectX 11. This release is planned for 2017.

Euhm ? You guys for real? Dx12 is out ! I mean honestly you are still talking about XP? Fast-forward 5 years plz.

The fact is that you neglected performance for a long-time and kept adding stuff. For me this is the worst league ever in terms of stability. And I honestly don't have any problems in any other game that also faces the same issues, graphically intense, internet 'lag' / latency. I'm really tired of hearing that the problem is on the player's side, because it's not. It's on your side and you should fix it.

Deep Learning has been the HOT topic at GTC 2016. So when are you going to implement some of those aspects by 2050? I mean you guys should be working on giving us a Dx 12 client atleast and figuring on how to fundamently fix your client.

I'm really shocked to hear stuff like this;


If the effects or microtransactions that that Rogue Exile uses aren't already loaded, then the client stalls, potentially in a very dangerous way.


Why do we even go into maps if not every asset for that map is in memory?

This feels like really depressing post to me,
when are we going to see solutions?

This system is not yet ready for testing, but its deployment will hopefully be later this year.
We expect to release this improvement alongside the 2.3.0 challenge league.
We have already deployed a fix to this (which helped reduce Draw Calls) and have a Labyrinth-specific fix being tested for an upcoming patch. (cpu / gpu fix, not disk)
This release is planned for 2017.

1 year, 4 months? , 1 year?

So performance will sort of be fixed in 1 year? For real? So when are we going to see a DX12 client? in 2020?

11 6.01.7600.16385 October 22, 2009 Windows 7, Windows Server 2008 R2
6.00.6002.18107 October 27, 2009 Windows Vista SP2 and Windows Server 2008 SP2, through the Platform Update for Windows Vista and Windows Server 2008[50]
6.01.7601.17514 February 16, 2011 Windows 7 SP1, Windows Server 2008 R2 SP1
11.1 6.02.9200.16384 August 1, 2012 Windows 7 SP1, Windows 8, Windows RT, Windows Server 2012
11.2 6.03.9600.16384 October 18, 2013 Windows 8.1, Windows RT, Windows Server 2012 R2
12.0 10.00.10240.16384 July 29, 2015 Windows 10, Xbox One

Basically directx11 was available in 2009, so the big question is, why wasn't PoE using it since the start?

I'm really glad you finally decided to put some dedicated performance eng. on this shit but it feels like the damage is done for this league and perhaps future leagues.


You are a very funny Guy.


Do you know that DX11 cant run on XP?
Do you know that in 2013, 35% of the computers were still running on XP?
and in 2016 they are still 11%, YES RIGHT NOW.

Vista had a very low success and so directX10 was not usable by a majority of player.
Seven had a great success but

So if you make only a dx11 client, the XP users cant play the game, you shot a bullet in your foot: less users, less success, less money, less fun, less everything.
Poe Beta is already 3 years old. YEAH MAN. They had to keep in mind thoses 35% user, especially because the developpement of the engine started years before the BETA and the xp users were atleast 50% at this time!

and it requires a lot of ressources to make two clients. The easy, compatible, simple, practical way... was to make a dx9 one. It was a good choice because i was able to play on my old XP from 2014 to end of 2015.


The damage you talk about is a fukin nonsense, they have performance in mind since the beginning and they know that the engine is defective from the very beginning.

Thoo for a self made 3d engine, it's still a very decent demonstration of coding, especially with so little time and coders.
They will never ever fix it completely because of licences, lack of money, hands and knownledge.

You sall remember, it's an independant company with independant self made engine.
A lot of of independant games use unity or similar but thooses games NEED to pay some licenses for commercial uses.

Poe's engine is so rustic, Gamebryo' engine ( skyrim, morrowind, oblivion ) is a roll's royce compared to it.
^ ok, this comparison is a bit dumb, if you ever tried to implement an internet/ peer to peer module in gamebryo ....
I will never be good but always I try to improve.
Last edited by Geisalt on Apr 6, 2016, 12:04:37 PM
I wish every company was this honest, keep up the good work.

Just started playing again in perandus league and I couldn't believe how much the game has changed and improved. Last time I played I quickly dove into hardcore as I usually do with arpgs when I feel I have a good grip on the game. Now I'm still in standard after 2 lvl 90's and feel like I have much more to learn before stepping into hardcore.
Lots of interesting information.

I'm especially looking forward to the 64 bit version! :D
Last edited by Apokalyxio on Oct 17, 2016, 12:04:35 PM
Good to see performance improvements, perhaps there will come a day when maps with rain load smoothly :P.
Again, nothing immediately about AMD users.
AMD users are fine, the performances on my 4870 in 1080P was decent. Not that much badder than the 660 ti i bought after. And the 4870 is relatively old compared to the 660ti.


If you want to talk about driver optimization, ask AMD directly. GGG cant do much about it...
Note that NVIDIA performances arent not that good either and the drivers use some tricky things that can reduce the visual quality. ( example the 16x anisotropic optimization is so bad, the flat textures are completley screwed at long range, it's not noticable in a recent game.)

Amd has similar stuffs too thoo i noticed a difference between amd and nvidia in texture quality. I prefer the amd. Thoo i noticed thoses differences in 2012, therefore it could be completely outdated.

right now i have a 980Ti and i can tell that the anisotropic filter Sucks for real. It aliases the textures, a big shame.
I will never be good but always I try to improve.
Any word on if GGG is going to continue with the ISP they are using now or say enough is enough and find some-one else? if that is even feasible.
"Blue warrior shot the food"
First
This is a wonderfully informative post. I really appreciate the transparency around the issues and the solutions you have planned. Keep up the awesome work! Perandus is one of my favourite leagues to date.

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