Kinda tired of losing portals to some server issues.

+100

i got DC/crash random many times...

pls fix <3
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Yeah, this is pretty terrible. PoE is old to the point where these issues are unacceptable tbh.

But hey, who cares. China money get, quality no long matterers.
Yeah, having this 40ms then 2K+ then 500ish then back to 2K+ it's ridiculous. 10 years, still running your game on 1990s servers…
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Anonymous1749704 wrote:
Yeah, this is pretty terrible. PoE is old to the point where these issues are unacceptable tbh.

But hey, who cares. China money get, quality no long matterers.


It was old and polished. Now they try to upgrade home-brewed C++ engine to support new technologies, which is always an uphill battle. Even larger studios like CDPR give up and move on to UE from their proprietary red engine. 15 years ago graphics was simpler and writing 3D engine in a garage was more feasible goal. Now it isn't. It is already a miracle they've upgraded poe to Vulkan and DX12 without major issues, but miracles always end somewhere.
Last edited by Echothesis#7320 on Dec 18, 2023, 12:03:40 AM
Not that I'd want to dispute that (au contraire), but that is a different can of worms altogether. Their servers are not exactly having problems with displaying particle fx ...

... well maybe, just maybe, their multithreading code is somewhat too similar to the client version. Granted.

:)
"Boah, is echt lächerlich, wie schnell das hier lädt, wenn nich irgendwelche Penner mit MTX hier rumhängen."
Could be anything, really. Maybe multithreading, maybe hasty skill mechanics rework is a culprit, we have no idea how exactly their server-to-client replication is built.

Coding in bare C++ at this scale is very inflexible when it comes to later redesigns, I wouldn't sign on to project like this regardless of paycheck, value my mental health more :) These days C# can do the job without hassle and not that much slower.

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