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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
96
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Posted - 2013.05.09 07:19:00 -
[1] - Quote
Yes I have notice the same thing with my forge gun, at long distances infantry are not rendering not even a spec moving. |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
97
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Posted - 2013.05.10 00:09:00 -
[2] - Quote
Here is a example, I was playing skirmish on Manus peak. I was on top of the tall building at C (e-5). I watched my blue dot run up and start to hack C and I could see him fine. Mid way through the hack his name popped up on the kill feed, kill by a toxin sub-machine gun and I never saw any enemy any where. I did a lot of forge gunning from long distances in the last build going 15-1 with no problem and now in the build I know for a fact I am not seeing the enemy and going 4-1 |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
97
|
Posted - 2013.05.10 04:39:00 -
[3] - Quote
CCP LaFerrari wrote:
I'll talk to the relevant devs about this. In the meantime, can you guys provide a list of weapons that are most annoying?
I am experiencing only with the forge gun, Thank you LaFerrari. |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
97
|
Posted - 2013.05.10 21:33:00 -
[4] - Quote
Here is a video link of the concern. The first two clips show enemies not rendering but they have been spotted on the mtac. The third clip shows occasional they do render and the fourth show I am when in range. |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
102
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Posted - 2013.05.14 21:36:00 -
[5] - Quote
Bump any word on a fix yet ? |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
102
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Posted - 2013.05.19 16:22:00 -
[6] - Quote
Friendly neighborhood this is still a problem bump. |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
103
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Posted - 2013.05.22 19:17:00 -
[7] - Quote
This bug seems to be fixed or at least a whole lot better with today's hot fixes. Can a DEV confirm if any thing was changed. |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
106
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Posted - 2013.05.24 19:51:00 -
[8] - Quote
CCP LaFerrari wrote:Enderr Wigginn wrote:This bug seems to be fixed or at least a whole lot better with today's hot fixes. Can a DEV confirm if any thing was changed. Hi, We recently removed the Z component when calculating the distance between the player and other units so the culling would behave the same regardless of the relative elevation between the two. I believe that change was deployed as part of the server update yesterday and most likely caused the improvement you experienced. Our long term goal is still to optimize the processing of each unit as much as possible so the client can afford simulating (not just rendering but also animation, logic, networking etc) more units at the same time and hopefully we can change the culling to what used to be in Chromosome. Please trust me, this issue was not forgotten or overlooked, we just need the time to fix it without affecting client performance too much.
+3
Thank you Laferrari and all the Dev's. We know you all are working hard and are grateful for it. |
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