After you watch this you'll really wish GGG could have afforded a commercial game engine .
" Its paragraphs like these that make me glad Chris sold. I find it extremely interesting (since your friends with Chris) that you constantly refer back to an article(s) Chris was interviewed in. Pretty sure you know the story with out referring to an article... I know exactly what you’re doing, it’s fascinating others are not so intuitive. Anyways... nope didn’t look for the article. "Another... Solwitch thread." AST
Current Games: :::City Skylines:::Elite Dangerous::: Division 2 "...our most seemingly ironclad beliefs about our own agency and conscious experience can be dead wrong." -Adam Bear |
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No game engine in the world can maintain steady fps in a t16 juiced map.
GGG needs to bite the bullet and drastically reduce mob density and skill effects and buff individual monster exp/loot to compensate. The other big issue is the game design and balance around both mobs and players have zero defense and a billion dps with little room for anything other than kill them before they kill you playstyles. Finally, just having trash loot on the ground will drop your fps in half. All 3 things need to be addressed by the time POE 2 arrives. IGN: Arlianth Check out my LA build: 1782214 Last edited by Nephalim#2731 on Apr 6, 2020, 2:13:18 AM
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I just loaded up an infamous user created level for DOOM II whose only purpose is to have a little over 10 thousand enemies. Even in a modern source port (meaning, this wasn't run in DOSBox but a port that utilizes newer operating systems, drivers, and libraries) on more recent hardware, I still managed to make the game crawl to single digit framerate once I activated enough enemies that have very simple AI behavior and any RNG is based on a fast lookup table instead of dynamic calculations. No server interaction as a performance bottleneck either.
This is a 26-27 year old game and you can still get it to have massive performance issues if you try hard enough, which PoE typically does with its own engine. PoE has gotten better over the years when it comes to rendering graphics but it struggles once it has to do calculations and loading resources on the fly (which happens a LOT with so many different objects that can exist at once). I doubt that switching to a new engine would fix PoE's performance issues. |
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" ...And it's not only about the amount of enemies, but the immense amounts of calculations being done towards every single one of those enemies. Dodge. Evade. Accuracy. Crit. Crit multi. General damage roll. "Nearby". "Lately". Loot. Block. I could possibly go one for several pages. If the game would be more shallow like, let's say D3, where the server doesn't have to roll nearly as many dice rolls, the performance would be better, but we'd had a more shallow, simpler game. Now, as mentioned before; the answer is probably not to suddenly force everything into a new engine, but to better adjust their ambitions to the current engine. Bring me some coffee and I'll bring you a smile.
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I did mention in my post that PoE struggles once it has to do calculations. Even the developers have mentioned in interviews that this was a place of performance intensity.
Also, at the very least they should make Leech a more simple mechanic again because 1) PoB is very revealing to how investing in certain leech stats can actually do nothing which IMO is very deceptive to players and 2) Path of Exile didn't need the current leech mechanics to establish itself as a hardcore alternative to D3. |
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The Homebrew engine allows for easy and fast content additions.
Tilesets, monsters, etc. That is the main attraction. Constant updates, only achievable that way. |
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