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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
July Update
Jahlon
Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
How is it already the end of July?
Either way, here is the July Update...
https://youtu.be/T8qFsYVnXxU
Either way, here is the July Update...
https://youtu.be/T8qFsYVnXxU
1
Comments
So with personal pets, combat pets, summons and mounts, are they not all extra polygons that take up performance preventing large populations densities as they take up what could have been potentially another player?
Every key chain they add to a player prevents a potential for another player in the world? It was how it was explained to me in terms of performance allowance ranges and player density.
Example:
a player and a mount technical = 2 potential players
a combat pet = 1 potential player
class summons = 1 potential player
personal pets = 1 potential player
250 vs 250
says 50 on each side is a summoner class:
300 vs 300
now say 30% of of the 500 players use combat pets
that's potentially another 150 entities with polygons
then the ability to summon mounts, maybe 25% of that 500 is swapping between mounted combat from player to player
that's potentially another 125 entities, maybe even more
so at a given time there could be almost 900 entities or more on the battle field with abilities going off.
and that's not even including the potential for the personal key chain pets.
I'm not trying to pick it apart, I'm just curious on performance goals. I did hear they may go UE5 but it's stil alot of entities that could be around and that's not even including open world with NPC's etc.