[3.21.2] Optimizing the engine based on PoE2 is bad

I suggest optimizing the PoE engine based on PoE1, which is where there are many monsters on the screen at the same time and everything happens very fast, because if you optimize the engine based on PoE2, where the gameplay is slow and with few monsters on the screen compared to PoE1, this will happen on mid-end PCs when encountering many monsters on screen at the same time:
https://youtu.be/P9GMzHX7LNQ?t=103

PoE 1 and 2 with the same engine:
https://clips.twitch.tv/FrigidRamshackleKale4Head-F5NOrcntOzDERTNL

How particles work on PoE2 (As it is the same engine, it works the same way on PoE1):
From 47:00 to 48:36
https://www.youtube.com/live/XE3MAFGDzWw?feature=share&t=2821

I wonder how many cute little particles started exploding on my screen that my CPU&GPU just said "im done, I can't handle it, turn based game?", when I clicked on the ritual altar.


It's going to sound like I'm trolling, but I wish there was an option where there are simply no more particles to render, like this:
https://poesimulator.github.io/
And I go further, for those with a lower PC that would remove the texture from the game, simply let the player choose the configuration he wants. If he wants to play with the information the server has (which is almost zero graph weight) let him play like this.

It's sad because I'm writing this with some kind of hope to play this like I did before 3.21.2 but I have a feeling that nothing will ever get done.
📦
https://www.reddit.com/r/pathofexile/comments/rhzfyj/please_ggg_allow_master_missions_be_traded_with/
✅ https://www.reddit.com/r/pathofexile/comments/paymx2/suggestion_stack_on_map_device_so_you_just_put/
Last bumped on Aug 5, 2023, 10:22:10 PM
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