Recent Serverside Performance Improvements and Super Stash Sale

server optimization: have 10 garbage items in cache, drop only these over and over without actually rolling random loot
One 'optimization' that I noticed is the servers is losing contact with the realm, a LOT, multiple times in the same day.

Time to optimize the optimizations? ;)

No fragment tab (((
Thanks GGG. Maybe this will help resolve the low FPS problem a lot of people, including myself, have been having lately.
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hey GGG great work on the network improvement.. no offense but I always knew your servers were awful. Every game worked fine, but yours would lag.

Flicker strike was terrible couldnt play lockstep.

So far... this is the best and lag free experience I've had, and that's saying something for an ISP that blocks UDP traffic. I use a VPN..

Everything running very smoothly.

Think Im gonna buy some MTX or the stash tab.

Great fucking work.
Are the "improvements" in effect? Because things have been getting worse for me. Can't walk around in an small, empty map, or even my mostly empty hideout, without frame rates being all over the place
When there is some love for guilds :)
Make some update for guilds ...
-something new to buy
-give the option that any of the members can use a specific tab
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Baron01 wrote:
remove magic drops in maps (NOONE CARES),


Don't bet on it. I'm sure there are a few folks out there running builds using Animate Weapon and/or the Cloak of Tawm'r Isley who'd care about magic items disappearing from the drop lists.

"
DAOWAce wrote:
afaik, this is a problem the game's had since release. DX11 and engine multithreading were supposed to make it better.. but performance difference between DX9 single threaded and DX11 multithreaded is like 20%, despite using 2-5x more CPU cores.


Sad thing is that performance, at least for me, actually dipped a bit at that point. When the DX11/multi-threading stuff was in "beta" it was a good boost to performance, but when it went "live" something with it had changed to the point where there was no appreciable performance boost over DX9, DX9 was frequently better in some circumstances, and even then DX9 performance had somehow, seemingly gotten a performance nerf.

I had the same character do the same boss fight both before and after the patch, the Alira clone that spawned zombies, and whereas before the patch the game would struggle to go below 30 FPS mid-fight and bounced up to 45 FPS post-fight I saw frame rates closer to 10 and 15, mid and post fight respectively and still using the DX9 API, after the DX11/MT stuff was "live"/not-beta.

Mind you at the time I was using an Phenom II x6 1090t overclocked to a bit over 3.7 GHz, and since then I've switched to an i5-4690k so I couldn't even begin to say whether or not things are still like that and/or how things might have changed performance-wise since that point.

Last edited by Marikhen on Feb 2, 2018, 4:45:03 PM
So GGG, if your servers are 100% for your exclusive use (no other foreign users running their code on it) then by all means forego the Meltdown patch that robs you of 5% to 30% performance.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

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There's a fragment stash tab now ? I guess I missed that one. I think it should have been added to the map tab but I guess GGG has to make money somehow.

As for the improvements, it's always good to have better performance.
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