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Weyland Yutani (DayZ)

[0.58] Persistence Breaks Servers

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Part of the issue may be that the two main hot loot areas are in the northwest, and the camps (two barrels is hardly a 'large' camp, incidentally) are all beginning to cluster there.

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You guys are insane, seriously. Mindlessly denying a bug that is REAL and having a REAL EFFECT on game play. 

 

Everyone go *Moo, Moo*, the Day-Z cattle being herded. 

This is not helping.

 

Occlusion culling has been implemented in the new renderer. Based on an off-hand comment that Hicks made at PAX, it sounds like we'll see the renderer as well as some additional new tech relatively soon ... assuming that their inclusion doesn't break anything important.

He also mentioned that it's highly likely that the new renderer (or parts of it) will be tested on its own branch at first because he expects bugginess to be that bad in the initial implementation.

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A dev talked about implementing better occlusion culling a few months ago. Can anyone back me up on this? 

 

Would this help with the problem that some people are describing, or are the items not rendered anyway because they are stored "invisible" inside of it's container?

 

Yes, occlusion culling is supposed to happen, but it won't make a difference here.

 

This sounds like the server is constantly processing all those items as soon as a player gets near them, even though they aren't interacted with in any way. The server is choking on its own terrible servercode.

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So does this mean that when my framerate drops down to the single digits, I should be going and shaking nearby trees to look for treasures?

Maybe there are camps hidden all throughout Cherno. =3

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