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Old Navy Soldier Uniforms - Graphics

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  #1  
Old 02-01-2009, 07:08 PM
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Originally Posted by Will Badbreaker View Post
I noticed that as well and its annoying. Why did they have to make that change, does it help? I tried different graphic selections and its still there. I could do without it.
If anything, it makes client-side rendering slower (two groups of textures have to be loaded and reloaded and re-rendered now.) But since 90% of the "lag" issues that people notice and complain about are server-side lag issues, I'm more confused than ever, about this particular "enhancement." Splitting For Charles off of Port Royal seems like a really good idea, but not this. I hope they've learned from this mistake.

Meanwhile, client-side memory management is still non-existent. Scene changes still don't relinquish memory, but now the "loading screen" error can even happen when launching (which never happened before - only when dinghy-boarding someone else's ship, in the past.)

The new SvS-is-PvP exploit is so perplexing, it isn't funny. Why they added all that code to enable the players to fight each other, boggles my mind. Giving them all infinite ammo (again) was, I must say, a bad idea.
  #2  
Old 02-02-2009, 03:06 AM
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Quote:
Originally Posted by Edward Edgemenace View Post
If anything, it makes client-side rendering slower (two groups of textures have to be loaded and reloaded and re-rendered now.) But since 90% of the "lag" issues that people notice and complain about are server-side lag issues, I'm more confused than ever, about this particular "enhancement."
I don't think it's a bad idea at all. If you're farther away, you don't need to see the details. Having a higher detailed texture loaded when you can't even appreciate the details is a waste. Regarding reloading the textures over and over, the textures are already in memory. This enhancement is meant for people with a lower-end system configuration and perhaps not as much video memory. Now if there's an issue with the lower-end textures up-close, then there's probably a problem with graphic settings on the client.

Quote:
Originally Posted by Edward Edgemenace
Meanwhile, client-side memory management is still non-existent. Scene changes still don't relinquish memory, but now the "loading screen" error can even happen when launching (which never happened before - only when dinghy-boarding someone else's ship, in the past.)
Non-existent you say? No doubt about it. ToonTown has had a memory leak since its inception and I wouldn't doubt that PotCO is the same way. Disney isn't really known for its memory conservative programmers. I wouldn't expect memory management to be on their top 10 list of things to fix. Disney's solution so far is to restart the client.
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  #3  
Old 02-03-2009, 01:12 AM
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Originally Posted by Sven Niscadae View Post
Non-existent you say? No doubt about it. ToonTown has had a memory leak since its inception and I wouldn't doubt that PotCO is the same way. Disney isn't really known for its memory conservative programmers. I wouldn't expect memory management to be on their top 10 list of things to fix. Disney's solution so far is to restart the client.
I hope that in the future they do try and fix the memory leak.

I'm also gald they've made it so textures are low detail when you're farther away. I've noticed a decrease in lag ever since they did this. I think they overdid it though. I have to get pretty close to an object to see its details at high.
  #4  
Old 02-03-2009, 01:38 AM
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Originally Posted by MacIronhawk View Post
I hope that in the future they do try and fix the memory leak.

I'm also gald they've made it so textures are low detail when you're farther away. I've noticed a decrease in lag ever since they did this. I think they overdid it though. I have to get pretty close to an object to see its details at high.
Interesting. I've noticed slightly more lag with my configuration. But, we will see on the "Port Royal Tours" when people start GM-mobbing, whether they got it "just right" or "too close" for lag in that situation, to be mitigated.
  #5  
Old 02-03-2009, 04:11 AM
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Originally Posted by Edward Edgemenace View Post
Interesting. I've noticed slightly more lag with my configuration. But, we will see on the "Port Royal Tours" when people start GM-mobbing, whether they got it "just right" or "too close" for lag in that situation, to be mitigated.
Really?
I noticed less lag for myself after the update but not much. It's probably on my end because I just emptied my recycling bin and uninstalled some programs that I didn't need.
I'd like it if they would fix the details so you don't have to be too close to see them. It's kind of funny when you're ten seconds away from Port Royal and it looks like a big green monster.

If this is old news then you can disregard this last part. I just noticed that if you shoot enemy sails they"ll have cannon damage. I'm glad they've brought this back. I like seeing some real damage to the ships.
  #6  
Old 02-03-2009, 05:02 AM
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...I just noticed that if you shoot enemy sails they"ll have cannon damage. I'm glad they've brought this back. I like seeing some real damage to the ships.
From what I've seen, it depends on the target ship class. Sail damage on a ferret or viper is always visible; skeleton ships never. Ships with tiered masts tend lose individual sails. But the change I noticed, was that the hit-box for masts is narrower, in this last update (except when target is at edge of compass, or farther away.)
 

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