Tree of Savior Forum

Hide players function

I know many ppl have got a low PC, and will have trouble when stand in a huge group of people or during a boss fight.
I can see noone can get 20FPS in the boss town in CBT 1.
So i hope IMC will consider make this function available.

Here is my video in CBT 1 with town boss which be released by GM:

My spec:
I7-3770
R9 280x
8GB of RAM
And i can only get 5-8FPS.

IMC’s answers:

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Same for me.

I7-3537
GT Geforce 730M and Intel HD Graphics 4k
8GB RAM
2 FPS

Was it the same Fps when you weren’t registering? Since videos capture tools always lower fps by a big amount.

But well the game should have been improved since then so we can just hope it won’t be like that this time, but anyway it’s still a CBT so having issues is kinda normal ^^

My FPS is 10 without record, and 5-7 within record.
U can search Steparu clip, he had a high-end PC and he still got 10-15 FPS

Well yeah i didn’t check Steparu’s fps in the city itself ^^
Well we’ll see how it is in 8days ^^

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well, if they do a /noeffect command like Ragnarok Online, it will be good i think

During CBT1, if I recall right, there was a function that hides all players. I may have remembered wrongly, for other CBT1 testers to verify.

Really, i can’t find it in game setting.
U can watch my video, i open game setting for a while

Great idea! It would sure be nice to have this function that would hide the players (not in the party) visually including the effects that they produce in order to greatly reduce the lag. :+1:

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I might have confused it with inspirit online, I could’ve remembered wrong.

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That video is giving me flashbacks of Prontera.
In a bad way.

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Really great idea.

The lowest I hit was 13 FPS in town with a lot of players normally,but the last night when that boss got spawned…my screen was so skippy I couldn’t even tell you a number.This function would have helped immensely.I have a laptop on a bit of the lower end myself.

I don’t want to compare other games to ToS,but this is a pretty basic feature of other MMO’s and would probably be the easiest way to improve the game for lower spec users.

\They really need to think something about it bcz dispite fps drop ppl will lose their char track in mid field boss fights (like that video where ppl are fighting kerberus and the field camp is im ersed in chaos).

While the more options there are to modify quantity and quality of visual objects the better - games based on the unreal engine are generally very good at that - current issues shouldn’t surface at all on high end hardware.
So even if the client were already optimized for gameplay - which it most likely is not ( debugging code, limited concurrency, verbose logging, etc.) - it doesn’t really matter how many options they provide to deactivate visuals, the cause would still be badly written software.

Instead, optimizing the server to manage the network delays of more than 100 players battling in real-time in a single spot should pose the primary challenge.

One way to deal with this issue is constant mass-testing and debugging of bursts of as many actions, inputs, transactions as possible.
Dropping a boss in town would be an example of such a stress test which also covers graphic performance. However, for now they probably focus less on final client performance as long as it is set to produce verbose and replicable information.

I beg to differ because of the current situation. While the network optimization side of things still needs plenty of work, it is imperative that the graphical optimization and overhead reduction be given priority first hand as it is harder to determine a problem and fix it on the network side of things if the visual side of things is already lagging on its end compared to the other way around. So in effect, this suggestion is not off-hand at all.

No, it isn’t harder - time-consuming, though- and I wasn’t talking about lag reduction at all either. Further, as I already said this game’s graphics calculations shouldn’t pose a challenge to high-end systems so it’s just that the software side isn’t ready.

Would love to see this sort of feature and one that allows you to toggle preferences for the amount of players hid (or all). With party members not being hid, of course.

Yes that’s true but from your previous statement, it seems that you want them to prioritize network problems at hand than the software side of problems or graphics or whatever related to it that has problems. Thing is that it would be easier to test the network side of things if more players would be able to play the game properly without the software side of things interrupting the experience beforehand. So basically, that’s my point :v:

Hello guys, this is answer from IMC about this.

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