Original Post — Direct link

I don't know if its the dampener or anything else that continues to cause it. But it should be removed. This last update brought nothing to the game that is as important as good performance.

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almost 4 years ago - /u/Wrel - Direct link

We're looking into the framerate issues. One thing we've noticed are certain particle effects looping infinitely (even if you don't see them,) instead of expiring like they're supposed to. This can cause your client to hold onto 1000 particles (real example during a session a couple of days ago) that aren't even on the screen any more, which causes your framerates to plummet for the remainder of your session.

This is not a new issue, but we've recently expanded our ability to find and diagnose where the problems occur, and are addressing the problems where we can find them. Pillager is a good example of the on-demand FPS issues you can create due to this problem. That one, and a few others, are fixed internally already.

Unfortunately, there's nothing we can point to right now as the sole cause of the problems (Ordnance Dampener uses a mesh with a texture on it, it doesn't use particles,) but we're doing what we can to diagnose them as a priority.

almost 4 years ago - /u/Wrel - Direct link

Originally posted by Strategyofthemind

Could it be related to the Punisher model or the different class specific underbarrel effect visuals of the Punisher?.

Don't believe so. Punisher effects aren't triggering alerts for looping, and the model isn't abnormally impacting framerates either.

almost 4 years ago - /u/Wrel - Direct link

Originally posted by Aunvilgod

But I think the frame drop occurred with the last update so it has to be related to that update, or am I wrong there?

Very likely, yes. That doesn't necessarily mean that it was the stuff that was added in the last update though.

We continually optimize code, make updates to cheat detection, have integrated new crash reporting pipelines, modify code to support new features, and make loads of other behind-the-scenes changes during an update, so while players tend to see the shiny new things and think that must be the source of the problem, that's not always the case. We gather data, find the sticking points, and address them that way.

This is a game with millions of lines of code and a lot of interconnected systems mean that sometimes things fall over, or sometimes we optimize an area that runs better in one place, but has knock-on effects in another.

almost 4 years ago - /u/Wrel - Direct link

Originally posted by le_Menace

Could you reduce the 'particle' frequency for the Ordnance Dampener? It's quite intrusive and difficult to see through.

Yeah, we can definitely make the visuals less intrusive.






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