Its time for PoE devs to adress performance problems in End-game farming scenarios

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Lyutsifer665 wrote:
guys GGG is small indie company,fixing performance is not in the budget xD


70% of this complains about game not running is ppl PC faults not a game.

remaining 30% having problems is prob legit game problems that needs addressed and fixed
How did you get that stats?
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cursorTarget wrote:
How did you get that stats?


from the ass. like every1 else do :D
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anti4z500 wrote:
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cursorTarget wrote:
How did you get that stats?


from the ass. like every1 else do :D


ass is reliable address :D
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kekoyaso wrote:
ass is reliable address :D


Why yes it is!

Spoiler
source: my ass
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
It's hard to say what percentage of players are affected, but even a cursory look at the Bug Reports and Technical Support sections of the forum shows that performance is one of the most represented topics there. And appears to have been over the past few months, at least. Since the 3.21.2 patch that introduced the new particle system, in particular.

What's interesting is that not only are the hardware setups that are affected pretty much random, from high-budget i9 gaming PCs with RTXs people bought this year to laptops with AMD APUs, but also the hardware setups experiencing no issues at all are equally random, also ranging from high-end gaming PCs to low-end laptops.

So it's clearly not something to be dismissed as people simply having outdated hardware or incorrect system settings.
Besides, even though GGG's communication regarding the matter has been abysmal/non-existent, they have at least acknowledged that there is, in fact, a problem with the game. And they are, supposedly, working on it. Even though there have been no updates regarding any progress whatsoever. Maybe during the 3.23 livestream.
PoE is pretty unique in the sense of letting you juice your experience to the point where I think it's more or less impossible to make the performance experience stellar. The only way to do it, is probably to cut back on effects and/or calculations, which would mean a more shallow experience when it comes to mechanics, or a more bland experience experience when it comes to effects.

I think most of us could live with the latter.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Phrazz wrote:
I think most of us could live with the latter.


Not just live with, I might live because of cutting the effects down, I'm sure more than one of us had a death because it can just get plain hard to see what's going on, even in a low model count enviromenet, particularly with some skills.

I can't put my finger on the exact whys, but PoE's visual design when it comes to skills really opposes the concept of visibility. I don't know that it's always a "Too much at once" problem exactly, I think it's just the extravagent effort into the visual look of each skill that quickly drowns the screen in effects (doubly so with some of the MTX out there).
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Not just live with, I might live because of cutting the effects down, I'm sure more than one of us had a death because it can just get plain hard to see what's going on, even in a low model count enviromenet, particularly with some skills.

I can't put my finger on the exact whys, but PoE's visual design when it comes to skills really opposes the concept of visibility. I don't know that it's always a "Too much at once" problem exactly, I think it's just the extravagent effort into the visual look of each skill that quickly drowns the screen in effects (doubly so with some of the MTX out there).


True.

But while I'm certainly not a computer wiz or a programmer, my experience tells me it's the amount of shit going on at the same time that's the biggest performance problem, and not the nature of certain effects. The amount of projectiles, the amount of monsters, the amount of crap on the ground, the amount of calculations going on (evade, dodge, hit, crit, freeze, lucky, shock etc). And would people be just as happy if they scaled down on those? I'm not so sure.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Phrazz wrote:
"

Not just live with, I might live because of cutting the effects down, I'm sure more than one of us had a death because it can just get plain hard to see what's going on, even in a low model count enviromenet, particularly with some skills.

I can't put my finger on the exact whys, but PoE's visual design when it comes to skills really opposes the concept of visibility. I don't know that it's always a "Too much at once" problem exactly, I think it's just the extravagent effort into the visual look of each skill that quickly drowns the screen in effects (doubly so with some of the MTX out there).


True.

But while I'm certainly not a computer wiz or a programmer, my experience tells me it's the amount of shit going on at the same time that's the biggest performance problem, and not the nature of certain effects. The amount of projectiles, the amount of monsters, the amount of crap on the ground, the amount of calculations going on (evade, dodge, hit, crit, freeze, lucky, shock etc). And would people be just as happy if they scaled down on those? I'm not so sure.


Not a programmer myself but if that is an issue they could throttle skills to affect a max amount if enemies to solve it or have actions resolve differently. The fact they haven't probably indicates a much more serious issue. As a side note I tried leveling with purifying flame. Its ignite in the new particle system is like -20 fps.

Fact is they don't know whats going on and they should roll back the last like seven updates. At least in my opinion.

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