Vampires Cause Lag

Marshal_Lannes

Well-known member
Going through a quest on a Vampire yesterday I looked at the numerous graphical effects on my character. I'm running an Eladrin, which has more visual options than any other race. I even noticed my frosted green tips in the hair (more of a post-modern Anne Rice vampire here). Green Reaper wings unfurling from the cosmetic outfit I'm wearing. I have four graphical (!) auras going; the displacement effect, the "blood" effect of vampire form, greater death aura, and the lightning flashes of the VIP feat. I leave bloody red footprints wherever I walk. Merely moving from room to room must send the hamsters into overdrive and I haven't even cast a spell yet! Imagine if my skin was sparkling in the sunlight. I suppose we can see that during an Aasimar vampire life.

Alas, I have to conclude, that vampires cause lag. Call Van Helsing. Quickly. For the Dead travel fast.
 

Phaedra

Well-known member
Going through a quest on a Vampire yesterday I looked at the numerous graphical effects on my character. I'm running an Eladrin, which has more visual options than any other race. I even noticed my frosted green tips in the hair (more of a post-modern Anne Rice vampire here). Green Reaper wings unfurling from the cosmetic outfit I'm wearing. I have four graphical (!) auras going; the displacement effect, the "blood" effect of vampire form, greater death aura, and the lightning flashes of the VIP feat. I leave bloody red footprints wherever I walk. Merely moving from room to room must send the hamsters into overdrive and I haven't even cast a spell yet! Imagine if my skin was sparkling in the sunlight. I suppose we can see that during an Aasimar vampire life.

Alas, I have to conclude, that vampires cause lag. Call Van Helsing. Quickly. For the Dead travel fast.
This is a joke because you know all those visual effects are rendered on the client, not the server, right? I only ask because a few other posters have made it apparent that they are not familiar with the idea that the server doesn't have to render all of the graphics before sending them to your computer.
 

AbyssalMage

Well-known member
This is a joke because you know all those visual effects are rendered on the client, not the server, right? I only ask because a few other posters have made it apparent that they are not familiar with the idea that the server doesn't have to render all of the graphics before sending them to your computer.
Not sure this is entirely true. Although it would explain why my “active” view is routinely disjointed while my two passive screens are completely normal.
 

Phaedra

Well-known member
Not sure this is entirely true. Although it would explain why my “active” view is routinely disjointed while my two passive screens are completely normal.
The most server intensive graphical operation I can think of is moving around a dynamic lightsource, because the server has to track the position of the source and send it back to each client. There might be another layer of calculations if the dynamic lightsource gives off "in game light" (affecting the light/darkness modifiers to hide) as well as a displayed light source (illuminating things graphically, but not mechanically)
 

Thumbed_Servant

Well-known member
It's the blood sucking. The server has to calculate your intended suction, your actual suction due to being a blood addict who cannot control yourself, the resultant blood pressure drop of the victim, the skin pallor of the victim due to said blood pressure drop, varying fortitude saves as the victim's con drops, saving throws against Fear effect of nearby humanoids witnessing this horrific act, how many of said witnesses then piddle in their pants, the resultant piddle pools, the reflections and ripple effects in said......

You see the horrific chain of events and effects caused by your being a vampire?

You're not just a blood sucker, you're a server sucker! SHAME on you for hogging sever resources!!!!
 

Warned

Active member
The most server intensive graphical operation I can think of is moving around a dynamic lightsource, because the server has to track the position of the source and send it back to each client. There might be another layer of calculations if the dynamic lightsource gives off "in game light" (affecting the light/darkness modifiers to hide) as well as a displayed light source (illuminating things graphically, but not mechanically)
That's not server-sided either IIRC, but a directx feature that exists since directx 8
 
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