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Why Is This A Thing?

Gameplay Maps Weapons

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#41 MandyB

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Posted 02 February 2016 - 01:30 PM

Report the location and send the screenshot to support, they will fix it.

#42 Dimento Graven

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Posted 02 February 2016 - 01:58 PM

View Postsycocys, on 02 February 2016 - 07:57 AM, said:

Believe I already said it should be fixed...
And that's where you need to stop.

Give a developer any excuse to not fix an actual problem because some 'work around' exists, and you'll NEVER get it done.

#43 Dimento Graven

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Posted 02 February 2016 - 02:03 PM

View PosttortuousGoddess, on 02 February 2016 - 12:37 PM, said:

That would be true for a sprite based 2D game, but again, that isn't how 3D games work. You can't just "tighten up the graphics on level 3". The 3D engine has to draw the map that you see, and then it has to draw ANOTHER mesh of bounding boxes on top of it. So basically, there's the map you see, and the map you "feel". The engine must draw both, using polygons. The more specific the shape, the more polygons it requires to draw. Less polygons results in better performance, but more invisible wall moments.
This explains how we can get caught on walls and stuff where we'd SWEAR we weren't even touching it.

Seriously, they don't have to draw the exact shape (though that'd be REALLY nice) just make sure the physical overlay MATCHES the visual one.

Honestly I'm not worried about people running on toasters, most of those people are already playing in an unplayable manner (it's surprising how many players are trying to play this game with less than average 20FPS), and I would hazard that the majority of players won't 'feel' the performance difference.

Upgrade their GPU's/add RAM/upgrade CPU to increase performance. Heck, they already WANT to (just ask 'em) maybe this'll push 'em over the edge to saving their lunch money for that upgraded system!!!

#44 Mahpsy

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Posted 02 February 2016 - 02:04 PM

View PosttortuousGoddess, on 02 February 2016 - 12:00 PM, said:

It's a bit funny
Uh, that isn't how 3D games work. Tighter bounding boxes = more polygons in order to better fit the shape = more 3D objects the engine has to draw. It doesn't matter that you can't see them, they are still there and they still take up processing. It's a separate process from the environment that you visually see.

Not necessarily, League of Legends manage to do this with improved frames when they updated summoners rift. True different engine but you get my point.

#45 Troutmonkey

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Posted 02 February 2016 - 04:07 PM

HPG Hitboxes used to be the worst ever. Square hitboxes on a round pillar? What were they thinking!? It took months to get fixed after constant reporting with every patch


Edited by Troutmonkey, 02 February 2016 - 04:07 PM.






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