caonguyen11113333
New member
I would go into detail about the problem first.
Whenever I turn on Haze Ult, my screen freezes for 2- 3 seconds.
In the early game, Haze doesn't have a high fire rate and duration for her Ult, so it won't be a big deal for GPU to process all the effects of Haze Ult. But at the late game, it would be a big trouble. Especially turning on Ult in the middle of combat, as so many effects need to be processed by other heroes and Haze herself. Not only heroes' skills but also the items' effects, such as richochet, tesla bullet, toxic bullets, etc.
My PC specs:
i5 12600k
RTX 3070ti
It's not a high-end PC, but it's a decent one. It couldn't even handle Haze Ult in the late game. Even I tried to set everything down to normal, some of them even low. I am not a game dev, but as I know, the problem is not about the GPU but the way that we send data from the CPU to the GPU sequentially. I don't know exactly which techniques that you guys have tried. My suggested solutions are:
- Batching. Try to reduce draw calls, especially Haze Ult, so many bullet traces with tons of effects, need to be drawn.
-Making the effects globally, nobody would notice that far. It's a competitive third-person MOBA-style game, so I think the performance would go first.
-Reduce unnecessary details such as damage numbers for every hit on heroes' Ult. I don't think we need that much detail because, in chaotic combat, nobody actually cares that much about the previous numbers. Make it in a few lines instead of a list of numbers that keep going up during the fire.
I've noticed that the current update is optimized well, with a higher FPS.
It's just my opinion. I cannot go detail on these problems because I'm not a game dev, LOL. Thanks for reading!
Whenever I turn on Haze Ult, my screen freezes for 2- 3 seconds.
In the early game, Haze doesn't have a high fire rate and duration for her Ult, so it won't be a big deal for GPU to process all the effects of Haze Ult. But at the late game, it would be a big trouble. Especially turning on Ult in the middle of combat, as so many effects need to be processed by other heroes and Haze herself. Not only heroes' skills but also the items' effects, such as richochet, tesla bullet, toxic bullets, etc.
My PC specs:
i5 12600k
RTX 3070ti
It's not a high-end PC, but it's a decent one. It couldn't even handle Haze Ult in the late game. Even I tried to set everything down to normal, some of them even low. I am not a game dev, but as I know, the problem is not about the GPU but the way that we send data from the CPU to the GPU sequentially. I don't know exactly which techniques that you guys have tried. My suggested solutions are:
- Batching. Try to reduce draw calls, especially Haze Ult, so many bullet traces with tons of effects, need to be drawn.
-Making the effects globally, nobody would notice that far. It's a competitive third-person MOBA-style game, so I think the performance would go first.
-Reduce unnecessary details such as damage numbers for every hit on heroes' Ult. I don't think we need that much detail because, in chaotic combat, nobody actually cares that much about the previous numbers. Make it in a few lines instead of a list of numbers that keep going up during the fire.
I've noticed that the current update is optimized well, with a higher FPS.
It's just my opinion. I cannot go detail on these problems because I'm not a game dev, LOL. Thanks for reading!