Progress Update for 2.4.2

Soon / sorry for delay - keywords in almost all official announcements . Yet the crowd goes yay.
chaotic neutral
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vio wrote:
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silumit wrote:
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vio wrote:
rolling the dices in advance? there are several issues with that like party play, environmental factors which may come into play or not, buff timers which may run out ...
just preload everything and be done with it (when x64 client is out ofc)


the precalculation he likely wants is damage wise, that's a server side issue.

there rarely is a delay when f.e. the client just has to add the "temporal chains" symbol over a monster's head. those animations are preloaded already, although it's possible that there are bugs.

i wouldn't put too much hope into the 64bit client's ability to improve things by being able to preload more stuff, especially if the game already runs fairly smooth you have to weight in the longer loading times from harddisk. for ssd users there will be no improvement from increased buffering, i even think they will disable that feature for them


You'll still benefit from pre-loading the entire game even if it is installed to an SSD. How? Simple. There is virtually no latency involved in accessing the data if it is already in RAM. An SSD still has latency for each and every operation it performs, this is often worked around by using a RAM cache built in to the SSD. You see this caching mechanism exposed in most benchmarks that test the transfer of obscenely large files to the SSD and tests involving large operations performed by the SSD, the transfer speed drops massively once the RAM cache is filled.

So although an SSD is significantly better than a HDD, it is still nowhere near as good as RAM (especially when it comes to time critical things like loading game assets on-the-fly in a real-time game).

Also why do you doubt how much can be preloaded by a 64bit version of the game? The only reason existing 64bit games don't tend to abuse the entirety of your available RAM is because the developers tend to put a hard cap on it. Limiting a game to say, 7GB and requiring users to have 8GB (1GB left over for the O/S and background processes) will ensure a consistent highly optimized resource management scheme can be utilized regardless of where the player is located in the game, for example (Typically this is a hold over from how devs used to handle things when there was a hard limit of 3GB to deal with).

Everyone these days has more than 4GB of RAM and a 64bit O/S, including laptops, so there is no reason to not preload the as much of the game in to RAM as is possible.
Computer specifications:
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Last edited by Nicholas_Steel on Oct 28, 2016, 7:25:17 AM
Atleast we could get chaneling skills names.... w8 and more w8...
Im so hyped <3
Hurry up, I wanna try blade flurry!!!!!


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nubmoj wrote:
Soon / sorry for delay - keywords in almost all official announcements . Yet the crowd goes yay.


Considering the amount of content we get almost all the time,you really should stop that qqing.
For most game devs a patch is something that comes maybe once a year,with at least another half a year's worth of delays.
No rest for the wicked.
so only 5 and half month for a new skills ?
2 weeks for tests for players then nerf in new league ? awsome !
maybe you should change your schedule from 4 leagues per year to just 2 or 3 but with everything on time?
HYPE !!
It's either actual cloaks or cross instance trading. Please be fucking cross instance trading...
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Everyone these days has more than 4GB of RAM and a 64bit O/S, including laptops, so there is no reason to not preload the as much of the game in to RAM as is possible.

not everyone have more then 4GB of RAM. a lot of ppl still play on computers with 4GB of RAM.

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