Raging Spirits + Fireball Wildshards Performance issues
It's a bit better than last week but there is still major issues with performance when using Fireball (Wildshards) as a trigger for Raging spirits.
- The initial projectiles try to summon raging spirits - The projectiles after exploding try to summon raging spirits On a good proc of wildshards, with unleash stacked and the 10% chance to fire 2 additional projectiles from quality, this is multiple hundreds of projectiles at once. Fire these in a map with lots of terrain --> lots of simultaneous proccing of raging spirits... This greatly impacts the playability of this setup while I think there are some functionally straightforward fixes (idk about the programming of course) --> Only have the initial projectiles trigger raging spirits? --> Only have projectiles hitting Enemies (not terrain) trigger raging spirits? The issue is worse in some maps and better in others. Dynamic culling doesn't really make it better. Issue showcase (this is one of the better maps to play on, with fewer issues): https://www.youtube.com/watch?v=MuLkUKDjYTs Last bumped on Feb 4, 2025, 10:53:08 PM
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bumping
If someone has a fix, please advise. |
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" Today is MUCH better than yesterday but srs still really taxes the gpu, fireball without srs no issues at all. If you REALLY want to crash your computer, set fireball to barrier invocation and launch 7 or 8 wildshard fireballs at once. I think I can hit thousands of projectiles. |
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" That sounds like a great idea for the dopamine receptors once SRS gets fixed. Current ""fix"" --> Drop unleash for something else --> It prevents the biggest of lags, but feels a bit sad to play now. Might need some amfetamines to compensate for dopamine loss. |
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bumping, still happening..
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Bump, it breaks the game still.
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v 1.014
still no fix for this performance issue. The rage of spirits should just be triggered on the first hit from the fireball. |
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