Tree of Savior Forum

Tree of Savior Game Engine Limitations

It is indeed CPU only, there is very little activity on the GPU. I forced the game to run on onboard graphics instead of discrete and literally no difference in performance.

1 Like

That’s the issue. It runs on CPU only and to make it even worse, it runs on a SINGLE core. That optimization beta bullshit doesn’t even do much.

1 Like

I find funny people blaming one thing that work well IF who is working with it know what they are doing.

This game engine is used even by Blade & Soul (I know, not a great title to pick).

I already said this on other thread about this.

The engine work well, even for old PC setup, it’s IMC who doesn’t know how to use it.

It’s clear as the day that they don’t know what they are doing, you can see a bit what the engine is capable in some quests.

Now let me just add something else here, since it seem you are confusing game engine with server files.

This is connection or codding between server-client, which again, is the Dev not knowing what they are doing.

So that means that Mr Kim is like and old vehicle, only start the engine when it is pushed for a while? If that is the case, then we might expect the same with ToS.

But I find it funny, if he had such experience on another game development, does this mean that he didn’t learned a thing from that?

I mean, I as an IT, had lots of weird stuff during my job, and after finding the real issue, I never forgot that, in fact, I made myself a mental checklist and use it even if is not related to the issue.

It would be the same for a development.


Just so you know, I don’t care if they end up changing game engine in the end, but in all honesty, this will limit lots of players, not all countries have conditions to be buying new stuff, dollar have different values in different countries.

If this engine make the game more available for low end PCs, I don’t see a problem with it.

Again, as I said above, the issue is with who is developing the game, not the engine, who is limited, is the dev team, they clearly don’t know what they are doing.

A quick search shows that Blade & Soul uses Unreal Engine 3 for PC version and Unreal Engine 4 for mobile version.

2 Likes

Their site shows the Path Engine Logo there at the bottom.

I guess they changed it later but not in the site.

Titan Quest is supposed to use it too, but not sure if they changed.

In all honesty, what I said still valid, the engine might be old, but still good to use, in the right hands tho.

1 Like

I believe Path Engine is for handling AI path finding in the game and it only play a small part in the whole game engine (render, sound, scripting, network, AI, ect).

Edit: http://www.pathengine.com/ Not a game engine but an AI path finding engine, which can be used as a module in a game engine.

2 Likes

You’re right, so what is the actual game engine? They didn’t added a thing in the page or game client main screen.

Self-made one I wonder?

The above is from the main page (game page I meant), fmod is for sound, so…

Bandicam is for that F12 recording feature I guess.

Yes seems like IMC uses their in-house game engine. Their job description also mention in-house tools which support this idea. I guess at later development of the game for some reasons the key person who was the chief scientist of this engine left the company so now they have to deal with 7% improvements because the team still dont know how to deal with current engine code.

It’s a possibility.

But can also be that, and in fact it is the most possible outcome, the one behind it may be Mr Kim, but the rest of the team can’t get the grasp of what they are doing too.

I mean, when you fix a bug, what you do right after is apply the fix to all the following patches to avoid it appearing again.

Also breaking something that was working before is something a dev team try to avoid with all their might.

And it’s clearly not happening on ToS.

4 Likes

mr kim code in binary low level programming language

2 Likes

bag game engine make the player quit. who want to have 1 fps when frost pillar tree is cast

To me it looks like monsters don’t really take walkable terrain into account for their movement, hence why I find it quite hilarious that they say they use an extra pathfinding engine product when ingame the monsters can do stupid actions like running over unwalkable terrain or climbing unclimbable walls, which is something such a pathfinding engine is supposed to not do.
That “pathfinding engine” doesn’t really look impressive nor immersive when all monsters do is “directly move to player without caring about obstacles. You are allowed to walk through objects and glide over cliffs regardless of the actually walkable terrain”.

1 Like

If you check their client list

http://www.pathengine.com/clients

You’d probably realize that just cause something exist, it doesn’t mean that it will be used properly.

You expect the pathfinder to do all the work of the developer? lol

The mob and even players climb places where they shouldn’t because the developer didn’t set the collision properly.

You see those hills in the maps where you clearly could jump off from but can’t, since in the minimap you see that they are a dark area (non accessible area), which make it feel to be a flat area with a wall.

They don’t have a good perspective on what is what, that is why we have a messy terrain.

As for the AI, they are the ones to set how it will behave, not the engine, the engine will only do what it is told to.

It is very apparent though that AI is not their forte.

Sorry, i didn’t mean so say that the path engine is crap. I meant I just find it hilarious that they bought a pathfinding engine from another company, yet didn’t bother to fully utilize it but instead, seemingly, only configured it to do the bare minimum of what could be concieved as “path finding” (aka it’s configured to “find the direct path and ignore every obstacle”).

I remember an interview where a developer, if i remember correctly, said that they wish they could improve older maps, but because of the way they made the game maps it’s somehow “impossible” for them to fix anything terrain-related/navigation-related on the maps that already exist.
I don’t know how something could ever be unfixable, but hey, that’s what that dev said.

How should the mobs be able to find a path if IMC devs are moving aimlessly all over the place?

huehuehue

It’s not a matter of being crap or not, I mean, if even BnS use it, and it work well as far as I could see, why would here be different right?

I know what you meant about the path some mobs/npc take in certain maps.

And that is why I said IMC doesn’t know how to utilize it correctly.

What he meant was, there are so many layers of code in the map files, that it is almost impossible to fix whatever is broken, and if I’m not mistaken, the same person said that it is easier to rebuild all from start than try to fix it.

Now I wonder, will they do that? It’s a possibility, that is why we are getting these crap patches like the one we will get tomorrow for now, till they recreate the whole maps with less layers of junk code (probably from them trying to test stuff in the wrong files).

But who knows when that will come tho.

This topic was automatically closed after 60 days. New replies are no longer allowed.