#Linear's Report:

1 messages · Page 1 of 1 (latest)

blissful wedge
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<@&1525210074761527386> , pinging so I'm not lost in the posts!

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Points to be made:

Player ragdolls load on lobby load and appear to be server-side from their positions loading in as well, causing performance hitches in scene loading.

Lasers, risers, and flashlight attachment spam is still an ongoing problem.
Also notice in the clip with the spam-build the FPS hitches, and the flashlights incorrectly showing the UE engine's 'lighting system,' if that's what you can call it. A red sphere from the source of lighting that turns into a red line.

Player identification systems need to be improved upon as well. We cannot identify who's speaking from a UI standpoint, or be able to pinpoint problem players.

leaden thistle
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I believe the devs are looking into optimization. Skinned mesh renderers are going to run client side which is probably not helping the performance. I don't believe the game is using dedicated servers at all actually, but its possible I am wrong about that. I just noticed a few authority issues last time I played which means the host was struggling on performance and failing to keep up with whats going on. This could account for things like invisible players.

Generally speaking, having all those attachments and realtime lights running, with like you said lots of close up/high poly models is going to impact performance for sure. I would recceomnd keeping the flashlights off, and not stacking lots of attachments while in a lobby with 10 people (or not sure how many this was, but looked like that).

Temporary solutions while devs look at optimization at least, or restricting the abillity to stack lots of attachments. Sometimes I personally wonder what is better... allowing people to stack attachments which may contirbute to issues, or just letting it be unlimited and a "use at your own risk" scenerio.

blissful wedge
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And servers I believe are NOT dedicated, but peer-to-peer similarly to how Tactical's hosted lobbies were ran since both are hosted by a player and not an overall server.

leaden thistle
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Servers are expensive

blissful wedge
blissful wedge
# leaden thistle Servers are expensive

If it's okay, I'd like to use this thread for my own report instead of reporting multiple threads for various bugs when I can keep what I find consolidated to one space for you guys.

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Would make it easier to find things.

leaden thistle
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For skinned mesh renderers, I heard that high poly models are terrible for performance. Typically you will create LODs for character models, so they are lower poly from a distacne, so the good news is this should help when actually in game.

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I am not a dev btw, but I am working on my own game, and am currently optimizing these sorts of things myself.

blissful wedge
leaden thistle
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I am sure the devs will read this though and maybe take a look at a few things over it

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Really appreciate the feedback

blissful wedge
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Tactical's LODs for weapon models were always on for when a player is looking at another player's gun, and the scopes were also unrendered except for your own to save on further processing another scope on top of your own.

For playermodels, I don't think they had LODs since the game's artstyle led to less poly-counts overall to render at any given time for a player or AI character.

blissful wedge
leaden thistle
# blissful wedge Tactical's LODs for weapon models were always on for when a player is looking at...

I do a thing where I put a box collider on the scopes, and whenver your head is in the box collider, it renders the scope, so it doesnt even render if your holding your riffle in a way where you coudlnt see down the scope. This allows you too look down other players scopes as well, and is even more effiecent than only rendering your own. It doesnt even render if your holding your gun down at an angle you cant see down sights.

blissful wedge
leaden thistle
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I hope they do