Dynamic Culling: Problematic interactions with a slower machine
Spoiler
OS: Windows 10 Home 64-bit (10.0, Build 19045)
System Model: Predator G3-710 Bios: R01-A4 CPU: Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz (4CPUs), ~2.7GHz Memory: 8192MB RAM DirectX Version: DirectX 12 GPU: NVIDIA GeForce GTX 1060 3GB HDD Speed: 7200 The above are my relevant system specs; all things given, it's amazing that I'm actually able to run the game at all. I won't complain too much about optimization, because some hangups are expected when the processor is a full generation behind minimum specs. This brings me to dynamic culling, which has probably kept the game playable for me in the first place. Occasionally one of the things that gets culled from rendering is a monster that's attacking me. It's not a huge issue with normal mobs, but it can be deadly with a pack of magic mobs, especially if it happens to the rare with them. Can the dynamic culling process somehow be instructed to prioritize never not rendering a monster that's approaching you, or attacking you? Or at the very least, can it render anything that has a Volatile/Explosion on death first, at all times, no matter what? Last edited by Th3Fall3n0n3#6762 on Jan 4, 2025, 3:24:21 PM Last bumped on Jan 4, 2025, 3:21:06 PM
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