Forums » Suggestions
Please Reduce the amount of capship debris.
Yes, we get it, it's in the pirate hideout sector so data can be collected, etc etc. It does however make even mid-range PC's and devices drop frames, lock-up upon entrance, and even gets as bad as zero damage being delt when in a roid sector too.
Also suggested here:
https://www.vendetta-online.com/x/msgboard/3/34921
Also suggested here:
https://www.vendetta-online.com/x/msgboard/3/34921
It works fine on my computer. My box is not close to high end, more like low to mid end. I say increase the amount of capship debris. Make it so it spans 40k + of space.
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EDIT: I also tested the sector with vanilla vo on one of my older phones (HTC Evo 4g LTE running LineageOS 14 {Nougat 7.1.2} )This phone is from 2012 and only has a 1 gig of ram) It was slightly laggy but still playable. So I'm with incarnate on this (see below) take your plugins off and try again. If this old phone can basically run these sectors, then the average phone should have no trouble AND most PCs/Macs should also have no problem.
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EDIT: I also tested the sector with vanilla vo on one of my older phones (HTC Evo 4g LTE running LineageOS 14 {Nougat 7.1.2} )This phone is from 2012 and only has a 1 gig of ram) It was slightly laggy but still playable. So I'm with incarnate on this (see below) take your plugins off and try again. If this old phone can basically run these sectors, then the average phone should have no trouble AND most PCs/Macs should also have no problem.
How about there be multiple versions of debris feild; smaller feilds in some places so the extremely light devices can do fine, while the current or larger debris feilds for us with decent devices. In the case of the pirate sector, it generates randomly each spawn. I definently enjoy the denser feilds that i have to navigate through, and would enjoy more playgrounds.
Oh, but if any more "test sectors" are added, can they be put elsewhere? Like, NOT latos or sedina? The lighting is pathetic for recordings, and raising it makes things look wierd. plus the other side of greyspace is kinda underpopulated.
Oh, but if any more "test sectors" are added, can they be put elsewhere? Like, NOT latos or sedina? The lighting is pathetic for recordings, and raising it makes things look wierd. plus the other side of greyspace is kinda underpopulated.
This sector kills my computer as well. I wrote a plugin to count the amount of items of debris in the sector... It counted 5000+ inside radar range, and it makes my pc and my droid lag out, neither are top end but neither are low end either.
The amount of lag it causes is intense. No one ever interacts with the debris anyways, all it does is cause lag to 95% of players.
Having over 5000 additional objects transmitting their individual pieces of movement data is crazy, and whilst i am all for the idea of test sectors to enable the devs to be aware of these stresses,tying it into one of the cooler new additions is essentially causing a large portion of players to be unable to do anything in the sector, and unable to remove them either.
My trident went in there today, and i can wipe out that amount of forces easily but the lag caused by the debris resulted in a failure for my hits to do any damage at all and i got one singular kill whilst my trident was destroyed. This is not sensible at all, first you make the unrats make a blockade, so you kinda have to remove them to be able to proceed without concern, then you make the sector so its incredibly difficult to even load the game there.
I will say, that last paragraph might sound like i dislike the unrats mechanic - i dont, i think it is a great addition.
Drop the amount of debris items to like a thousand, keep the bigger pieces like the connie hulks untouched, and maybe swap out those tiny tiny debris items for larger moveable ones, and save the extreme high numbers of debris for the places like h9 in sedina, maybe even add a debris field in every sytem as well... But dont allow the lag increase of these high amounts of debris to kill the fun in what is otherwise a brilliant addition to the game.
The amount of lag it causes is intense. No one ever interacts with the debris anyways, all it does is cause lag to 95% of players.
Having over 5000 additional objects transmitting their individual pieces of movement data is crazy, and whilst i am all for the idea of test sectors to enable the devs to be aware of these stresses,tying it into one of the cooler new additions is essentially causing a large portion of players to be unable to do anything in the sector, and unable to remove them either.
My trident went in there today, and i can wipe out that amount of forces easily but the lag caused by the debris resulted in a failure for my hits to do any damage at all and i got one singular kill whilst my trident was destroyed. This is not sensible at all, first you make the unrats make a blockade, so you kinda have to remove them to be able to proceed without concern, then you make the sector so its incredibly difficult to even load the game there.
I will say, that last paragraph might sound like i dislike the unrats mechanic - i dont, i think it is a great addition.
Drop the amount of debris items to like a thousand, keep the bigger pieces like the connie hulks untouched, and maybe swap out those tiny tiny debris items for larger moveable ones, and save the extreme high numbers of debris for the places like h9 in sedina, maybe even add a debris field in every sytem as well... But dont allow the lag increase of these high amounts of debris to kill the fun in what is otherwise a brilliant addition to the game.
I guess some of you haven't been to the high density roid sectors yet.
Sounds to me like these sectors need some fogging.
Sounds to me like these sectors need some fogging.
Having over 5000 additional objects transmitting their individual pieces of movement data is crazy
This isn't how it works. That would be idiotic.
My first suggestion would be to try the sector with a vanilla client (no plugins), and see if that has any impact. Some plugins are really terrible in efficiency, and go to some lengths to enumerate all nearby objects.
Then, perhaps you should open a Bugs forum thread about your performance challenges, and relate specifics of your exact hardware (and, perhaps, your specific plugin setup).
It's probably best that we determine why it's specifically slow for you, before it becomes more widespread.
We are not going to be reducing the amount of debris, we're going to be increasing it. So, better to resolve this now, right?
This isn't how it works. That would be idiotic.
My first suggestion would be to try the sector with a vanilla client (no plugins), and see if that has any impact. Some plugins are really terrible in efficiency, and go to some lengths to enumerate all nearby objects.
Then, perhaps you should open a Bugs forum thread about your performance challenges, and relate specifics of your exact hardware (and, perhaps, your specific plugin setup).
It's probably best that we determine why it's specifically slow for you, before it becomes more widespread.
We are not going to be reducing the amount of debris, we're going to be increasing it. So, better to resolve this now, right?
My old laptop takes a few mins to open note pad, no joke, and it has a lot of plugins for vo and it runs okish, a tad bit frame killing at warp for less than 5 seconds but after that its pews ahoy
I get a couple seconds of loading on entering sector the first time but
Could be targetless scanning objects...
Could be targetless scanning objects...
Targetless is actualy pretty efficient when scanning unless anouther plug interferes. It even was provided with a way to hold its scan to cooperate with other plugins. Check for any plugin that accesses the radar...
you can just turn down the graphics lol, and these sectors are NOT made for mobile devices, sorry to say.