Is this why CoV is so laggy compared to CoH?!


Ashcraft

 

Posted

So today I had an interesting encounter.

I logged in, and realized that I somehow ended up spawning inside a building. No worries, I thought. A simple /stuck would fix that! But then I got curious and decided to zoom the camera in to see what's inside...

And these are pictures of what I found:

Figure 1

Figure 2

Figure 3

Figure 4

I have drawn the red lines to indicate the edges of the geometry. In Figure 1, I have just taken a picture from inside the geometry. In the rest, my character is standing at a single spot, and I have merely rotated the camera to get snap shots from inside and outside the geometry.

As you can see, there is a big chunk of fully-rendered wall INSIDE that building, and it's not even visible from the outside! The computer is rendering two separate faces of two different geometries, and we only see one of them! I can only assume that the entire building is a bunch of textured cubes clipping into one another. It even has doors!!!

Isn't this inefficient design? Could it be that the lag of CoV (relative to CoH) is due to numerous number of these design flaws?

If so...should we fix them?


 

Posted

Yes.


TargetOne

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Posted

You can see this quite a bit in Founders' Falls too, where the buildings are more jumbled together - you sometimes see one building with half windows, with the rest hidden inside the building it's been merged with.


@Golden Girl

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Posted

I seem to recall that huge chunks of Grandville were found to be walls on top of walls.

And then there's the huge areas built below the normal world for stores and some missions.

I've never understood why things were done this way. I still don't know why looking toward the abandoned lab in Port Oakes hammers my FPS by 50%.


Be well, people of CoH.

 

Posted

I surely hope that Pretoria will be treated differently, especially with it having no war walls....


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Posted

It was probably faster to make - if they make a set of ready made buildings that can be merged with each other and the scenery, then they didn't need to make individual buildings for each location.

They're seem to be going for a new approach with GR, by making each building unique.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Nebulhym View Post
I surely hope that Pretoria will be treated differently, especially with it having no war walls....
Well, they're making individual buildings rather than a set of generic ones - so that should help reduce lag and make the ultra mode work well in the new zones.


@Golden Girl

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Posted

Quote:
Originally Posted by Golden Girl View Post
Well, they're making individual buildings rather than a set of generic ones - so that should help reduce lag and make the ultra mode work well in the new zones.
Unless they're also overhauling the old zones to fix the existing performance issues, there's going to be some rather serious problems.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Unless they're also overhauling the old zones to fix the existing performance issues, there's going to be some rather serious problems.
Just their way of encouraging people to try out the new zones


@Golden Girl

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Posted

CoV is also more graphically intense than CoH.

Quote:
Originally Posted by TargetOne View Post
Yes.
But yes, this doesn't help at all. Nice documentation, though.


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Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Unless they're also overhauling the old zones to fix the existing performance issues, there's going to be some rather serious problems.
Kind of makes me wonder if there's going to be ambient occlusion, reflections, and shadows on building faces we don't even see.

Seems to me like that might be a bad thing.


 

Posted

Quote:
Originally Posted by Bright Shadow View Post
As you can see, there is a big chunk of fully-rendered wall INSIDE that building, and it's not even visible from the outside! The computer is rendering two separate faces of two different geometries, and we only see one of them! I can only assume that the entire building is a bunch of textured cubes clipping into one another. It even has doors!!!

Isn't this inefficient design? Could it be that the lag of CoV (relative to CoH) is due to numerous number of these design flaws?
Unless the CoHV world is being drawn with a Heedless Painter algorithm (and I rather doubt it), this is actually much less of a problem than it appears. The wall-behind-the-wall is only being drawn for you because your camera is inside the wall. If any kind of hidden surface algorithm is in place (and I'm willing to bet a considerable amount that a HS algorithm of some kind is being used, though I can't pretend to know which one), then your Figure 3 isn't actually drawing the hidden wall at all (or your character, apart from the hand, for that matter).

If the HS algorithm is any good, then the decision to not draw a hidden triangle is extremely fast, so has negligible impact on performance. The only impact is the memory requirement to store the vertices of the model. Unless there are extraneous vertices along straight edges, that's not really a problem either. In fact, in the specific example given, not having overlapping models would require more vertices, and therefore require more storage space for the model.

CoV graphics lag comes from models with higher polygon counts than CoH, and overlapping surfaces where the near surface does not completely obscure the far surface (ex: grates on the floor in Grandville, or the webbing in the Tangle)

For clarity: Two opaque models overlapping is not a very big issue. One model with extraneous vertices, overlapping faces, or overlapping vertices can be a problem or not, depending on the way the model is rendered. Two overlapping models in which the near model can be seen through is similar to rendering the two models side-by-side.


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Posted

Quote:
Originally Posted by Bright Shadow View Post
A simple /stuck would fix that!
In these situations, the command you want is /take the blue pill

...and lay off the red pills, already.


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Posted

Quote:
Originally Posted by Golden Girl View Post
You can see this quite a bit in Founders' Falls too, where the buildings are more jumbled together - you sometimes see one building with half windows, with the rest hidden inside the building it's been merged with.
Wait, what?!

This issue is in CoH too?! Wow...


 

Posted

Quote:
Originally Posted by Golden Girl View Post
You can see this quite a bit in Founders' Falls too, where the buildings are more jumbled together - you sometimes see one building with half windows, with the rest hidden inside the building it's been merged with.
There is also at least one spot in Founders where you can see chimneys from a house sticking up from the water, indicating an entire house is under the ground.


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Posted

Wait, wait... what lag?

Oh, right... my machine is rather... um... new, so I wouldn't notice stuff like that. Nevermind. Carry on.


 

Posted

Quote:
Originally Posted by Scythus View Post
Wait, wait... what lag?

Oh, right... my machine is rather... um... new, so I wouldn't notice stuff like that. Nevermind. Carry on.
I know. I don't lag either. But a lot of people complain that CoV is laggier than CoH. I evern experienced it myself when I had my crappy laptop.

But now that I saw this...I was just speechless. This is REALLY a huge load on the machines if it's practiced regularly. I wonder if we can get a redname response on this...


 

Posted

Meh. This is nothing. Someone's clearly never been under Faultline before. :P


 

Posted

Quote:
Originally Posted by Ashcraft View Post
There is also at least one spot in Founders where you can see chimneys from a house sticking up from the water, indicating an entire house is under the ground.
I wonder if it will reflect onto the water with the shiny new rogue graphics.


 

Posted

Quote:
Originally Posted by Bright Shadow View Post
[FONT="Trebuchet MS"]
But now that I saw this...I was just speechless. This is REALLY a huge load on the machines if it's practiced regularly. I wonder if we can get a redname response on this...
No it isn't. It's most likely just a little extra memory used.


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Posted

Quote:
Originally Posted by MageX View Post
I wonder if it will reflect onto the water with the shiny new rogue graphics.
That would be a huge waste of an upgrade... xD


 

Posted

Quote:
Originally Posted by Razoras View Post
No it isn't. It's most likely just a little extra memory used.
Yah, but for computers who don't have a lot of memory or dedicated graphics card...

I mean, by fixing this, the game could be improved significantly for the low-end computers. Not so much for higher-ends.


 

Posted

Building geometry probably isn't an issue. They're very simple structures, and even on a low-spec machine it probably wouldn't have a significant impact. The memory used by a simple building, which is generally a box with other boxes on it, and the textures, is not too big.

Other objects in the world have high poly counts, or significant particle effects, and there are some instances where it is clear that objects that shouldn't be getting rendered are anyway. The "doodad" count, to use Blizzard jargon, is far far higher in CoV than in CoH and a lot of them are also more complex than entire skyscrapers.

Why would a computer without a dedicated graphics card even be relevant in this conversation?


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Posted

Quote:
Originally Posted by MageX View Post
I wonder if it will reflect onto the water with the shiny new rogue graphics.
It'll probably emerge from the water when the stars are right.


@Golden Girl

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