[Suggestion] Setting - Display/renderer related - Opacity slider for skills
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Hello,
I have been following PoE on PC since 2012 and I have just noticed that about in the last few leagues that performance has taken real hits. While I perfectly understand that implementing spell/skill opacity is going to cost a lot of resources, as I work in the QA domain, I would like to propose the following: - Own character skill opacity - slider making own skills transparent - might make improved QoL for players using procs and minions - Why? - going into PoE2 where the frequency of "Cast on x" setups will be quite high this will give the players the ability to tune down their huge portfolio of animations - Party skill opacity - slider making other characters in your party's spells transparent, improved QoL for group play - Why? - simply put, trimming down the performance impact of player skills while in a group environment Generic effect - lowering performance resources needed to display skills resulting in a smoother gameplay experience Cost - very high in both time and resources - maybe even unfeasible for PoE2 unless it's already in integration/development. Thank you! Last bumped on Sep 7, 2020, 6:31:31 AM
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- Implementing such a slider would actually be less demanding in terms of resources and time as you would think.
- Making skills transparent will actually hurt performance, not improve it. Rendering something that is Opaque is actually cheaper (or, at least, can be better optimized) than rendering something that is transparent, and the GPU doesn't care about how transparent something is. - To really improve the performance, you would need to not render (parts of) the skill at all. And there is already an option for that: Dynamic Culling (You can find it next to the Dynamic Resolution option). Admittedly, Dynamic Culling is not yet supported by all of the skills, but I'm sure more and more skills will support it over the time. The only thing that Dynamic Culling doesn't offer is the QoL to actually see what's going on in the game, except you intentionally make the game so slow that dynamic culling will remove a lot of stuff to get your frame rate back up xD |
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- After some research, I can see what you mean about resource allotment for drawing translucent meshes or textures. - Dynamic Culling is just a step in the right direction but not enough - Personally, I was referring to some kind of slider or way to turn off other users skill effects or trim them somehow |
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