ARK: Survival Evolved
Specific Representative On-Ground Meshes - removed from patch notes
If you scroll down to the "A Little Further Out" section of the patch notes, you will notice that this has been axed altogether. Please bump this thread until the devs publicly respond by telling us whether it isn't happening anymore or whatever.
< >
กำลังแสดง 1-14 จาก 14 ความเห็น
Oh oh...
Almost every mesh for this is already in the devkit. The chances of them scrapping this feature is next to none.
It is not happening any longer, which is why it was removed from the patch notes. Incorporating unique meshes for all items would cause memory to suffer. We had to scratch it based on the grounds of a performance hit if it was added.
โพสต์ดั้งเดิมโดย L'In20Cible:
โพสต์ดั้งเดิมโดย Jen:
It is not happening any longer, which is why it was removed from the patch notes. Incorporating unique meshes for all items would cause memory to suffer. We had to scratch it based on the grounds of a performance hit if it was added.
This should not really affect server performance since the server network the items as dropped and the clients should be responsible to represent it so why not make it a client based settings instead of scratching it? Was looking forward to this, disapointing.
Agreed, would love to see this as at least a client side thing if possible, would be a shame to see all that work go to waste and a bunch of people have really been looking forward to it.
Thats kinda disappointing. I get the concern, but why not add it in such a way that you need to seek it out, stick a tool tip in red print saying "heavy performance hit - not recommended". Keep it off by default, and out of load on demand if that helps (restart required).

People never appreciate the performance requirements to run things, but they are going to complain no matter what. Dont let that ruin it for everyone :/
โพสต์ดั้งเดิมโดย Jen:
It is not happening any longer, which is why it was removed from the patch notes. Incorporating unique meshes for all items would cause memory to suffer. We had to scratch it based on the grounds of a performance hit if it was added.

Anyway the dropped items should be replaced with the bags (no animation / physics calculation).

Dropping many items on the ground is heavily affecting the servers performance.
You can easily bring the servers fps from 30 to 5 with only dropping items to the ground.
With a bronto for example...i would need about 2 minutes... to bring a server to its limits.

The main problem is the physics calculation which is calculated serverside.
Memory shouldn't be a problem... Eggs have textures too.

โพสต์ดั้งเดิมโดย L'In20Cible:
โพสต์ดั้งเดิมโดย Jen:
It is not happening any longer, which is why it was removed from the patch notes. Incorporating unique meshes for all items would cause memory to suffer. We had to scratch it based on the grounds of a performance hit if it was added.
This should not really affect server performance since the server network the items as dropped and the clients should be responsible to represent it so why not make it a client based settings instead of scratching it? Was looking forward to this, disapointing.
Huh. You'd think the devs would've thought of such an "easy" solution.

Maybe a modder will give it a shot. Or maybe not, since the files have been in the dev kit forever and nobody have bothered yet.
แก้ไขล่าสุดโดย HighFlyer15; 30 พ.ค. 2017 @ 3: 06am
โพสต์ดั้งเดิมโดย Toooni:
Memory shouldn't be a problem... Eggs have textures too.

Eggs have 1 texture and that 1 texture is manipulated to mask in different colors.

Personally I never liked the individual dropped mesh idea, but I can see why some people would want it. It would have been cool if they could have been used as house deco.
โพสต์ดั้งเดิมโดย HighFlyer15:
โพสต์ดั้งเดิมโดย L'In20Cible:
This should not really affect server performance since the server network the items as dropped and the clients should be responsible to represent it so why not make it a client based settings instead of scratching it? Was looking forward to this, disapointing.
Huh. You'd think the devs would've thought of such an "easy" solution.

It's not as easy as it appears: imagine some players have it active and some players don't. This would mean in PvP some players get an advantage, because they see the items dropped directly. This would basically mean player with better hardware would get a real advantage compared to players on average hardware. Obviosly not a good idea.
โพสต์ดั้งเดิมโดย Jen:
It is not happening any longer, which is why it was removed from the patch notes. Incorporating unique meshes for all items would cause memory to suffer. We had to scratch it based on the grounds of a performance hit if it was added.

This is very sad considering all the work that has been put into it, but so be it if performance will be crushed. Thanks for the response anyway.
pixelrobot (ถูกแบน) 19 มิ.ย. 2017 @ 8: 31am 
โพสต์ดั้งเดิมโดย Kuishi:
โพสต์ดั้งเดิมโดย HighFlyer15:
Huh. You'd think the devs would've thought of such an "easy" solution.

It's not as easy as it appears: imagine some players have it active and some players don't. This would mean in PvP some players get an advantage, because they see the items dropped directly. This would basically mean player with better hardware would get a real advantage compared to players on average hardware. Obviosly not a good idea.

lol asif some players already don't have huge advantages due to the lack of balancing. They couldn't be bothered doing it, and keep doing it as they sell more dlc.
What about a space in the inventory menu for trashing items, instead of throwing them on the ground? That would probably significantly decrease the amount that is dropped on the ground.

Also, I too am disappointed that this won't be a thing. I was looking forward to it.. Maybe just make it a PVE thing?

I also liked the idea of being able to use them as home decor.
แก้ไขล่าสุดโดย Wallen; 8 ธ.ค. 2017 @ 6: 59pm
they decay quickly.
< >
กำลังแสดง 1-14 จาก 14 ความเห็น
ต่อหน้า: 1530 50

วันที่โพสต์: 30 พ.ค. 2017 @ 1: 22am
โพสต์: 14