You don’t understand how it works.
Maybe it’s time for you to claim you also have a Computer Science degree?
Joat contradicted you and pointed out that squishing numbers would not help on modern computers. He said you were wrong.
We just had the Solstice, not April fools.
no you absolutely do not understand how it works.
if they squish the bloated numbers the calculations needed to be process is fewer and thus creates less of a bottleneck and the server can process it in time to not have any lag. this is simple logic. it’s why there’s no lag at GR 25.
Did you even read what Joat said? The computer does not have more calculations based on number size.
Certain mechanics can result in more calculations, but number size is not a factor.
Either you really don’t understand or you just want to argue with people who feel they “need” to prove you wrong - which you already have done yourself quite well.
Reading comprehension is apparently one master’s degree Bravata didn’t receive.
i dont think you guys are following me here. we have a lag problem due to humongous calculations resulting in Giga trillion damage numbers. To solve the lag issue i’m okay with them reducing that down to simple quadruple digits.
i feel like some of you dont even care about the quality of this game.
It has nothing to do with calculation amount. If I’m hitting 100 damage to 10 monsters with 2000 health each, reducing my damage to 50 won’t do anything on the calculation amount as long as combat is going. I’m still hitting 10 monsters and server has to supply the results with each return.
However, dealing them 2000 damage in a snap to signal server to play their death animation right away, will not cause any stagger. In a number crunch scenery, engine limitations for cutting down decimals will stop you if you’re looking for character growth with increased combat pace.
Because they die early to low damage, you can’t replicate the same thing on a 150 scale system. Longer the server-client interaction has to check if an entity is dead or not, or in collateral damage range or not at every tick will cause desynchronization. Even if you crunch everything by certain ratios, the monster density and health scale will result the same lag issues with area damage and damage over time at high GR tiers.
Your limited example is irrelevant in a system where required damage output grows exponentially each tier due monster health and as a result game uses that to heat up combat pace.
If you still insist on your idea then you’re not looking for a balanced crunch but a senseless crush of numbers where combat pace will suffer and increasing stakes will be gone. Something like removing 150 tiers of GRs, the entire end game to limit it down to 40-50 or something. Else, you’re not looking for a crunch for damage output at all but this ignores the filter of developers. At this case, the changes will be silently gloated by botters which their linear scripts can automate everything without any complexity required.
OMFG!!! LOOOOL! I nearly choked on my beer. ![]()
That’s not how computers handle numbers. Most computers calculate things with 64-bit floats which consist of 52-bit fraction, 11-bit exponent and 1-bit sign. It doesn’t matter if the damage is done in thousands or quadrillions, the length of the numbers will still be the same.
edit:
Even if the calculations were done with integers, the number lengths would not change. Different size numbers will have the same length in binary form for calculations.
As far as I know, no it has no impact. I think it would have to increase by E-10 in order for it to jump the next binary response code.
The biggest issue with lag are the action indicators, that is why Area Damage is such a major performance issue. I think they should have highly considered removing area damage in the past and buffing accordingly to compensate but that ship has likely sailed.
Regarding stuttering due to sound, one thing that is likely going on for a lot of people is the number of sounds being generated by the game overwhelming the system.
Basic working of a sound card:
Sound cards have a fixed number of channels, or “voices”. A single channel can play one audio sample at a time.
Your basic Realtek onboard audio has 32 channels, and is of course a very common sound device.
Some high end sound cards can have 128 or more channels.
If there are 128 sound samples playing simultaneously (monster growls, weapon noises, footsteps, ambient noise, Windows annoying popups, etc), you’re in a high greater rift with monsters covering the entire screen and you have the max channels in Diablo 3 set to 128 (which I believe is the default option), your system must do post-processing to mix the channels in groups of 4 or more to play all of the sounds over those 32 channels for the Realtek audio chip. This causes your CPU and RAM to be taxed more, which depending on your system specifications can lead to minor to significant micro stuttering.
If you use Realtek audio and tend to experience stuttering when there is a lot of monsters and action going on, tone your max channels in game down to 32 or less and see if it helps with any micro stuttering issues.
Now the 10-15 second freezing issue is beyond me as far as what the cause is.
Installing the game on SSD greatly helped me about it. Not completely gone but minimized the nuisance caused by it.
Now I need some more tea, appears I haven’t woke up yet. I can’t even read names. ![]()
just keep it under four litres a day or you can suffer nervous system problems. i’m currently studying the effect of Bergamot while furthering my education on chemistry and functionality of lipid bioactive phytochemicals.
Oh yeah, moving from a HDD to a SSD will have a tremendous impact on overall system performance. Sure it won’t boost your max frame rates, but anything to do with loading becomes uber quick.
When I got my first SSD setup, I then realized how much mechanical hard disks suck for running programs from, especially one that is hosting the VRAM page file. ![]()
zdps may cause lag and they do zero dmg, is area damage+attack speed
Even if it doesn’t reduce lag, still should cut all damage by half so groups aren’t doing 150’s at will by the end of the first week into the season.
In fact, it would be nice if no group could even do 130’s+ by the end of season, so you could actually play for highest GR instead of fastest 150 time.
Also gem leveling / augs would be more challenging like it was back in the day.
I used Google’s “Bravata to English” translation option and this came out as…
I’ve been drinking Earl Grey today.
Not to throw gasoline on this dumpster fire, but I would want to verify that using two 32bit integers in a single 64bit address space should allow double the calculation throughput if the numbers were squished low enough to not max out 2^32.
I’ve read somewhere someone doing that on a 64bit SBC (raspberry pi 4 or something). It seemed to make a huge difference to performance in that situation.
This. Having group pushes reward you for leveling your highest DPS gems is more rewarding. Instead we are getting more power creep via ethereals, so that every class can or nearly can reach 150 solo.
What if we just divided player damage/10?
What GR would that take us down to from 150?