You wont understand (or will just dispute) the answer until you learn how mangos works.
Otherwise when i tell you they throw away a ton of coms as well as let them run out of sync, you will just say BS
I know you think you are the White Night of empirical evidence, but the whole premise in the way you argue is weak.
In essence, I drive my car around the block 10 times with my tires inflated to max psi. Then someone deflates my tires to half PSI. The next day I drive it around the block 10 more times and mention the car feels off and unresponsive. Then someone (Delimicus) says to me, âNo it is not, your tires are exactly the same. Prove to me your tires were max psi yesterday or your memory is faulty.â
How would anyone ever prove this unless they happened to have picture-perfect, time-stamped photographic evidence of the deflated tires?
Prove to me that everything else with queing and batching in wow classic is working exactly as Vanilla and the only single error they could have possibly made was the way they queued components of Hunterâs Feign Death. Nothing else in any way shape or form could have slipped through the cracks, --sarcasm-- right?
Because you mentioned something about being ranked in ZG, as if that makes you some kind of authority figure.
I just linked you the quoted BLUE post of Blizzard explaining how they botched the que sequence of FD. I will do it again because you obviously failed to read it.
"The Leave-Combat part was happening instantly, while the Drop-Target part was going through the normal message queue. When the queue processes events, one of those events could be an attack from an enemy, which puts you right back into combat, before the Drop-Target part removes you from their threat list.
Quoted From BLIZZARD â
So the bugged sequence of events was:
Enemy queues an attack against you
Cast Feign Death
Leave-Combat
Get hit by enemy (their attack was in the queue)
Re-enter combat
Drop-Target
You remain stuck in combat for up to 5 seconds
Weâve just deployed a fix which puts âLeave-Combatâ in the queue where it belongs, and where it was in the 1.12 code, which makes the sequence:
Enemy queues an attack against you
Cast Feign Death
Get hit by enemy (their attack was in the queue)
Leave-Combat
Drop-Target
Enemy is no longer targeting you, and youâre out-of-combat."
I just want to be clear on the issue here. Vanish can be broken by auto-attack and even spells if they land immediately after vanish takes effect, this is an issue that is caused by the client/server latency and can not be prevented.
Commonly Reported Issues That Are Not QA Bugs
Ujumqin
Quality Assurance
2010/11/02 08:52:00 PM
âImpossibleâ simultaneous actions. Examples: Rogue Vanish being broken by attacks, Two mages polymorphing each other, Paladin Divine Shield being dispelled as it is cast.
Because of the Client-Server nature of the game it is possible for two mutually exclusive actions to occur at the same time resulting in some unexpected behavior. Although efforts are made to minimize these situations they will still happen on occasion.
Q. Vanish, as you know, is one of the classâs staple abilities that sets it apart from other classes. However, there are times when Vanish doesnât execute quite as the rogue intends, especially when they vanish right in the middle of some kind of enemy channeling spell or when a class sends their pet after the rogue âmid-vanish.â Do we feel that, in its current rendition, Vanish is working properly in this respect? What variables should be considered when Rogues decide to utilize Vanish to avoid it being negated?
A. No, Vanish isnât working properly and breaks when you breathe on the rogue funny. There are two problems with fixing it. One is that technically itâs just not easy. We would need to change the ways spells are resolved on the server side. Now that is something we can do, but the outcome would be taking a powerful ability and making it more powerful. We need to solve the frustration part of the ability, but not also greatly buff rogue survivability or damage potential when doing it. The solution we like the most is something like Vanish puts you in stealth for 1 second minimum no matter what else happens.
Ghostcrawler
Blue Poster
Target Source
2010/02/06 08:11:19 PM
Please go back and read our old comments on Vanish. Itâs hard to answer questions in the forums when the same ones keep getting asked over and over again.
We tried a different approach to fix Vanish in a recent patch while it was up on the PTR. It didnât fix the problem (which has everything to do with spells already being in the air) and let rogues use Vanish as a second Cloak, which wasnât the intent. When we backed out that change, we said we were going to try a different approach where we calculate when spells are launched on the server side. Nothing has changed since then and I really canât give you any more information than that. Making more âLol Vanish doesnât workâ threads isnât going to speed that process along, and will just continue to annoy other forum participants.
The purpose of Vanish in Cataclysm is to get back into stealth. If you want to avoid harmful effects, use Cloak of Shadows.
We grew tired, as did many players, of âVanish never works LOLâ so we looped back to the original intent of Vanish being about stealth. That is why the tooltip specifically says that harmful effects wonât break Vanish, but does not say that the harmful effects wonât land. We understand some rogues liked using Vanish to âdodge spellsâ but the ability was never designed to work that way and never was going to work that way very well. The more we tried to let it be a damage negater, the harder time we had letting it guarantee stealth.
It would be nice to have it cut to ~50-100ms instead of 400ms. Even though 400ms batching existed in original wow - it feels scruffed in classic wow. (hunter FD).
Shard loss (where i use shadowburn @ end of fight and it uses the spell, doesnât do damage, but consumes the shard) from batching wasnât anywhere near as persistent in original (04-06) wow for me as it is in Classic.
I can replicate it 100% of the time if i want to in Classic.
Another thingâŚ
i REALLY Like the zone transfer lag. i fondly remember that from vanilla /s.
its so funny!!! When it delays my cast by 3 seconds and the character im chasing teleports forward and out of range due to the zone lag! LOL!!!
Its one of my favorite things to witness in classic wow. It cracks me up everytime /s.
Your first point isnât about network lag. It has to do with the DirectX API. WoW can use instancing to draw many textures which are exactly the same. If everyone has different gear on, then you canât use make use of it. So itâs has to be drawn separately.
This is one of the reasons they went with DirectX 12 for BFA. You can draw many different textures, and the framerate hit isnât as bad. That doesnât mean you can draw as much as you want for free though. Everything costs something, and even DirectX 12 has limits on how much it can take. I think the cap is something like 600,000 unique objects or âdraw callsâ as theyâre technically called.
I think by default DirectX has been multithreaded since DirectX 10. However, if the driver isnât multithreaded, think about going from an 8 lane highway into a one lane road. Huge bottleneck. DirectX 12 fixes this. You can notice this when the GPU usage drops when thereâs 200 people in Orgrimmar, but when they leave, it goes back up again. The API is overloaded, and thus it makes the GPU wait for itâs commands. If there was multiple pipes into the GPU, then there would be less waiting.
On my server, when they drop the Onyxia, Nefarian, and Rend buffs, thereâs like 200 people in Orgrimmar Valley of Strength. My framerate drops from 240 down to about 30 FPS. About 5-10 minutes later, things start emptying and the framerate returns to normal.