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Reduction of Texture Quality
Elementzero3*** 2019-11-07 03:34
502 0 0 0
# 1
Edit Date : 07.11.2019

Hello,

So I have definitely noticed improvement from the Nov. Patch performace wise, as there is many fewer invisible walls and artifacts.

This is a proposition that I dont know has been taken into consideration or applied yet, but it goes as follows.

1.) Reduction of texture quality on all ceilings as I dont think ive ever taken the time to look up at one.

2.) Out of sight renderless, being that If it is not going to be visible within so many degrees of the pov, it should have no, low or mid quality textures

3.) In game assets, small, unimportant or discreet assets could have a far less texture quality with a mid grade poly model and look pretty good.  The distance of the camera being so far away from the avatar allows this. The physical shape is much more noticeable than the texture quality

4.) Number of assets, asset quantity could be reduced, discretion is key, not to look empty, but every asset/item should be placed with the following in mind.

Quantity or Quality, Location in room or area, effect and or design goal, effect and usage. 

This could and will most definitely reduce asset and texture load times by optimizing location and texture quality for desired effect.  The further the item is away from possible view, the polygons and texture required.

5.) The walmart problem - I prefer Heidel and Velia over larger cities because the larger they become they feel cluttered and lack space

I understand wanted to make it feel alive, but an npc wagon always sitting in the same place could have its resources used elsewhere.  Id rather have more NPCs and Redundant shops than unnecessary NPCs using resources

The unnecessary NPCs can and do have purpose such as for quests, but many of the random groups I don't feel need to be as prevalent.

A few go a long ways, shouldn't look abandoned without players, but shouldn't look crowded when everyones on.  I believe the players should make the crowd in the cities.

6.) Resource allocation and mob spawns - so there are a ton of mob spawns and rightfully so, but I have another idea that would reduce the strain on both the server and the console.

Reduction of the number of mobs, slightly increase mob size and make mob spawn dependent on next mobs destruction, with a RNG timer as well please, so that the circuts for grinding become random instead of timed.

Also please allow for the random spawn of mob location within a certain range of the creature spawn node.  So much in fact that maybe 2 or more increased mob sizes are congregated around the some location.

Overall the effect will reduce the number of assets in the game while keeping the total number able to be killed are the same.

7.) User Interface and Texture quality during massive events or huge player congregations should be dropped after a certain saturation in the area occurs.

This could also include a reduction in the number of polygons for player models as the hardware limitations of the ps4 may struggle to place and render so many assets.

8.) Lastly, in 4k hdr you're able to see the polygons on horses without armor, particularly their rear end.

Character Name Elementzero3***
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FeedbackTopicReduction of Texture Quality
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