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WvW Culling & Loading Changes

Curadh de na Fhiaigh Oráiste
Jayvenpup
Curadh de na Fhiaigh Oráiste
Posted On: 01/23/2013 at 10:18 PM
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I'm looking forward to this 28th January patch :D

Original Post

Quoted from Guild Wars 2 Forum by Habib Loew, ANet Gameplay Programmer

In the January update we’ll be making a couple of preliminary changes to WvW.
1. The first of our engine changes will be coming on line to help improve character load times by using fallback models.
2. We’ll be switching over to the culling methodology that we trialed in December.

The engine change we’re making uses fallback models to represent characters until their detailed models are fully loaded. The fallback models are cached so that they can display without any asset load delay and there is a distinct fallback model for each race/gender/armor-class combination. As a result of this change players will be able to see characters represented as fallback models as soon as those characters are reported to the client. Once the specific, detailed model for a given character is completely loaded from disk the fallback model will be replaced with the detailed model. This visual compromise will help to ensure that players see other characters as quickly as possible in WvW. Please note that this change does not eliminate delays due to culling, it only addresses delays due to asset load times. Players on higher spec machines would therefore expect to see fallback models less often than players on lower spec machines. This change also lays the groundwork for more extensive uses of fallback models in future updates.

In December we ran a one matchup trial of an updated culling system. Based on all the feedback we received, both during and after the trial, we will be transitioning to the updated culling system that we used in the trial. This update allows the culling system to handle allies and enemies separately so that being surrounded by a group of allies will not impact the culling of enemies (and vice-versa). The general consensus after the trial is that this system lead to a better player experience in WvW. We further saw that some of the issues people had with the new system were related to asset load times rather than culling issues so making this change in combination with our character loading improvements should lead to an improved overall experience. It is important to note, however, that while we believe this change is an improvement to the WvW experience it does not fully address the issues with culling and we are still working towards our goal of removing culling from WvW completely. This change is intended to give players an improved WvW experience while we continue work on our more comprehensive solution.

While this update only contains a couple of visible changes to WvW it lays a lot of important groundwork for future updates. We have some exciting changes coming and this update is just the beginning!

 

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Response:

Laoch de na Iolair Buí
Sekkerhund
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Replied On: 01/24/2013 at 02:38 PM PST
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Oh wow. I like. We suspected there was significant asset loading issues, versus just plain old server side culling issues and that post confirms it. I think a LOT of people, including myself, will be very pleased with just the asset loading changes, since I always felt that was a lot of my problem (I run a lower end machine), based on feedback from voice chat about what I see and what other players might see. Changes to their culling system is great, hopefully that will lead to more people wanting to stay around each other, rather than splitting up into small teams. I always felt that the breakdown into duo/small teams was one of the main "raid-sized group dynamic" disconnects with RvR in DAOC, then later it also started to occur in Warhammer.

» Edited on: 2013-01-24 14:39:29

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Curadh de na Fhiaigh Oráiste
Jayvenpup
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Replied On: 01/24/2013 at 02:50 PM PST
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You are the same as Marrra, Sekker. She is loving the idea of it for her poor PC. I had issues with culling less than she did but still looking forward to this a LOT.

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Caomhnoir de na Ulchabhan
Hateweaver
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Replied On: 01/28/2013 at 01:41 PM PST
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I'm excited to see how this works in WvW tonight. On my "decent" machine - the model loading doesn't "feel" like the problem to me - it smells like server-side culling for network load. Like at guild meetings/events where there are 100+ of us together and it only renders about 30. As I walk around, blocks of different people pop in and out - but I don't see any load trickles. And if that was the issue, why is it hidding people who I could previously see but I now cannot? I'm only 10 feet away from where I was - but it is showing a new block of 30 people - not a delay to load them, then 60 people (both groups). Anyways, will give it a check-out tonight in the guild WvW event.

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Sekkerhund
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Replied On: 01/29/2013 at 12:39 AM PST
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Anyone test this and have any opinion about it, yet? I haven't had a chance to get out in WvW, it looks like we're totally dominating, I expect we'll see a totally green globe at some point in the next day or two (maxed @ 695 points). If I catch it, it will be a green globe to add to my red globe from IoJ, for my screenshot collection.

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Tiarna de na Iomproidh Corcra
Ralcore
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  • GW2: Ralcore.9354
Replied On: 01/29/2013 at 09:14 AM PST

I was in WvW for Prissy's event last night (great times, btw) and I noticed some new things. I felt like I was able to see more enemies, faster. This is a good thing, obviously. Of course this works both ways, so we noticed we had to be very careful when stacking for a mesmer Portal Bomb...our tactic was anticipated every time, as the enemy could clearly see us stacked, waiting for the portal to open. I did notice for the first time being surrounded by allies that did not show up for me at first. Prissy called for a stack, so I ran over. As I was standing next to her, and wondering why nobody else was stacking, suddenly - POP! - there's everybody! This is kind of a bummer, because while I certainly would prefer to see enemies first over allies, knowing how many allies are behind you when you're pushing in or holding a choke point is pretty useful information!

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Caomhnoir de na Ulchabhan
Hateweaver
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Replied On: 01/29/2013 at 10:46 AM PST
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I was in WvW with Prissy for a while last night, I don't know if I would say it was better as I would say it was "different". I agree with Ralcore about being able to see the enemies much better, but it sure looks like it was a pretty even swap for seeing your teammates. My guess would be they made two changes: 1. Add the temp models as placeholders while the real models load. 2. Change the network priorities and value enemies slightly higher than your teammates.

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Sekkerhund
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Replied On: 01/30/2013 at 12:41 PM PST
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I didn't care for it with the PVE event. I suppose time will tell, if we get used to it or not. I suppose if there has to be one or the other, I'd rather see all of the enemy, than all of my zerg. As long as I can see what to kill, what's trying to kill me, and my group members, I can live with it.

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