VISIBILITY

"


You are asking for 2 incompatible things. That's like me saying "I want to fly in the sky but run on the ground at the same time." In order to be considered "airborne" my feet cannot be on the ground running. In order to run my feet need to be on the ground, thus I am not considered airborne.


See here;


"
AverBeg7#1689 wrote:

Just using my skill on the settings I have puts me under dynamic culling fps and lets me see clearly around it on a mid-level rig;





As you can see, when it gets insane (I dip below 70fps) it culls the more obtrusive effects and renders the more transparent ones. It still feels great to play. I get the impact of the big boom at the beginning but it does not fill my screen one thousand times or tax my framerate as much, it's nice.

Improvements to late game could be:
Say Abyss Monsters effects got cleaned up a little, people could probably see the degen when they need to.

Say, in options there is an option for your party members abilities to always be culled like mine above looks on sub 70fps, just to turn on when you were in a party with multiple builds popping off. People would probably enjoy playing together more.

Say, all of the skills had a nice middleground like this that does not chew up performance/ fill your screen and it was more reliable than the current culling system. We could toggle that on and see with any ability scaled to any crazy amount.

Say, delirium was a bit more clean, people probably wouldn't be as annoyed that it's basically a chisel and required late game.

Not a bad game we're talking about here for the people that actually play lategame, right?
"
AverBeg7#1689 wrote:


Put my reply in spoilers, sums it up as "blah blah blah"


Of course, because it's nonsense without a grain of thought put into it.

"
AverBeg7#1689 wrote:

It's pretty obviously the worst skill you can pick in a scenario you crafted to make it look worse, without culling on, and in other examples you do the same thing, and with a bad item filter (or none).


It's literally what I've played with and used in my other videos as well. If I had another high lvl character with another screen clearing skill, I would use it. Clearly it's not an isolated case if people keep making threads about visual clarity. Well, I actually do.. a minion witch... I don't think you want me to give that one as an example either. Not to mention the many build videos you can look up on youtube and CLEARLY see for yourself how visual clarity looks like in them.

"Sigh"
Last edited by IonSugeRau1#1069 on Sep 30, 2025, 10:16:51 AM
"


It's literally what I've played with and used in my other videos as well. If I had another high lvl character with another screen clearing skill, I would use it. Clearly it's not an isolated case if people keep making threads about visual clarity. Well, I actually do.. a minion witch... I don't think you want me to give that one as an example either. Not to mention the many build videos you can look up on youtube and CLEARLY see for yourself how visual clarity looks like in them.



Nobody ever said it doesn't exist. Slowing down the game is just the same problem from a different baseline. You yourself are pointing out an isolated case of a single skill being too visually obtrusive, so how does reducing the amount of monsters help that case?

If you are being genuine here, then why are you saying you intentionally chose to use a skill that you didn't visually enjoy into late game? Who forced you? Why isn't the feedback on the skill itself?

It has to be case by case that visual effects are worked on, just like everything else. There is no umbrella solution. If you are talking about the visual fidelity in late game, you are talking about the QOL options for players to reduce the clutter on their screen or the existing visual effects that are too obtrusive.

"
"
AverBeg7#1689 wrote:


Put my reply in spoilers, sums it up as "blah blah blah"


Of course, because it's nonsense without a grain of thought put into it.



The "nonsense without a thought":

"
AverBeg7#1689 wrote:

I disagree. When talking in terms of the overall fidelity of the game traditional combat pacing becomes something that is not relevant in the late game.

In the late game, the game changes from traditional combat pacing to powerful builds and things that can kill them. It is not about engaging with every enemy on some separate level, it is more about avoiding the more dangerous area denial and debuff effects that your build cannot mitigate.

Traditional combat pacing is good to talk about in campaign and early prog, but in the late game we more wanna talk about how to mitigate issues that are inherent to the design through features like dynamic culling, and through mechanics that can interact with more powerful players.

Slowing down the pace of the game from the top down just presents the same issue from a different baseline. Everyone's perfect version of the game is different, and certain people/ groups will have this pacing issue regardless.

It can be a well crafted intentionally paced experience through the campaign and early prog, and then people can become powerful, kill a lot of monsters, and find insane items. To me, that is the best spot for the game to be in, and GGG should balance around the people that want to run the repeatable content for a long time on strong characters by just adding QOL for the effects on our screen, like a culling option for party members in multiplayer, like cleaning up some effects such as delirium and abyss modifiers, and like the changes they are already making in 0.3.1


Last edited by AverBeg7#1689 on Sep 30, 2025, 12:42:45 PM
"
AverBeg7#1689 wrote:
"


You are asking for 2 incompatible things. That's like me saying "I want to fly in the sky but run on the ground at the same time." In order to be considered "airborne" my feet cannot be on the ground running. In order to run my feet need to be on the ground, thus I am not considered airborne.


See here;


"
AverBeg7#1689 wrote:

Just using my skill on the settings I have puts me under dynamic culling fps and lets me see clearly around it on a mid-level rig;





As you can see, when it gets insane (I dip below 70fps) it culls the more obtrusive effects and renders the more transparent ones. It still feels great to play. I get the impact of the big boom at the beginning but it does not fill my screen one thousand times or tax my framerate as much, it's nice.

Improvements to late game could be:
Say Abyss Monsters effects got cleaned up a little, people could probably see the degen when they need to.

Say, in options there is an option for your party members abilities to always be culled like mine above looks on sub 70fps, just to turn on when you were in a party with multiple builds popping off. People would probably enjoy playing together more.

Say, all of the skills had a nice middleground like this that does not chew up performance/ fill your screen and it was more reliable than the current culling system. We could toggle that on and see with any ability scaled to any crazy amount.

Say, delirium was a bit more clean, people probably wouldn't be as annoyed that it's basically a chisel and required late game.

Not a bad game we're talking about here for the people that actually play lategame, right?


I read all ur post and my statement still stands. This isn't the first thread about visual clarity. They've been popping up for years on here.

They always go something like this: "I want to mindlessly blast but what about...." then they proceed to post a thesis of how they can mindlessly blast and "if only ggg did this and did that to the particle effects" or "if they just optimized harder" then we'd have mindless blasting AND visual clarity at the same time.

None of what you proposed fixes anything cause mindless blasting will still result in screen wide aoes, with 10000 monsters on screen spamming their abilities and on death effects, with the player moving at the speed of light, with 2 screens worth of aoe while casting/attacking at the speed of light too.

The same issue still remain. 2 contradicting concepts in 1 statement, aka an Oxymoron. The player/monster effects are a small part of the issue. The core issue of player attack/cast speed, aoe, movement vs 10000 monsters with their own attack/cast, aoe, movement and on death effects is.

Your "solution" (which has been brought up so many times years prior) doesn't address the core issue. As long as the core issue remains there will be no visual clarity.

Many people have tried proposing "Visual clarity" fixes in poe 1, but not one of them actually understood the contradiction in their "I want to mindlessly blast but with visual clarity" statement.
Last edited by SoujiroSeta#2390 on Sep 30, 2025, 10:28:24 AM
"

I read all ur post and my statement still stands. This isn't the first thread about visual clarity. They've been popping up for years on here.

Your "solution" (which has been brought up so many times years prior) doesn't address the core issue. As long as the core issue remains there will be no visual clarity.


You realise your account is only 2 years older than mine and I have actually been playing PoE1 and PoE2?

PoE1 has gotten better, precisely because of dynamic culling becoming more advanced. Precisely because of feedback like this. You've "seen so many posts" and "I'm not the first" doesn't detract from my arguments, it reinforces them and points to their success in PoE1.

Some people have touched PoE1 since Incursion league mate.



Last edited by AverBeg7#1689 on Sep 30, 2025, 10:34:51 AM
It is definitely the monster/game speed issue of the endgame.
If you check act 1-2 gameplay its mostly fine even in party (exluding terrible abyss league design with dozens of random mobs sawrming you with their blurry effects).
You can still see places (in act 2) with dense monster packs, but they are all the same and its like monster type ability (small scarabs and guardian statues).

In endgame the mobs currently balanced the way player MUST scale speed/aoe and damage, there's too much thing happend at once resulting in bad performance, no visual clarity, overall bad visuals despite every separate mob and effect look good.

The gameplay speed itself is a matter of taste, but i personally would like act 1 gameplay than endgame with extremely easy bosses (act1 bosses are much harder which is funny) and blasting hundreds of random mobs before they can do anything (if they do you'd gonna die).
This result in most "slower" skills and mechanics designed for act1-2 gameplay are just not viable in the endgame.

I'm kinda fine if zoomy gameplay exists in game, but it should be only for mirror tier items and probably some special atlas setup, so for top streamers only or something like this, not the default and the only gameplay eve on lower tier maps.
"
AverBeg7#1689 wrote:

PoE1 has gotten better, precisely because of dynamic culling becoming more advanced. Precisely because of feedback like this. You've "seen so many posts" and "I'm not the first" doesn't detract from my arguments, it reinforces them and points to their success in PoE1.


No way you're making a case for PoE1 as having good visual clarity.. lmao.



"Sigh"
Last edited by IonSugeRau1#1069 on Sep 30, 2025, 10:41:31 AM
Oh great we getting the doom squad in now. Suddenly someone asking for some QOL changes is turning into another "slow the whole game down" thread even though it doesn't fix the problem, isn't the subject, and wasn't what most originally +1d the thread for.


I didn't know about the one with the mouse cursor LMAO.

"Sigh"
"
AverBeg7#1689 wrote:
"

I read all ur post and my statement still stands. This isn't the first thread about visual clarity. They've been popping up for years on here.

Your "solution" (which has been brought up so many times years prior) doesn't address the core issue. As long as the core issue remains there will be no visual clarity.


You realise your account is only 2 years older than mine and I have actually been playing PoE1 and PoE2?

PoE1 has gotten better, precisely because of dynamic culling becoming more advanced. Precisely because of feedback like this. You've "seen so many posts" and "I'm not the first" doesn't detract from my arguments, it reinforces them and points to their success in PoE1.

Some people have touched PoE1 since Incursion league mate.



I'm not sure what our account age has to do with this but if you go look back at the older poe 1 vids, before the mindless blasting took effect, you would be able to keep track of everything perfectly well.

Visual clarity, once upon a time, wasn't an issue in poe 1 even with all the effects from players and monsters. We had way worse computers back then and the game was not even as optimized as it is now.

Answer me this, How did we go from visual clarity never being an issue with worse rigs/optimization to visual clarity always being an issue with better rigs and far superior optimization compared to before?
Last edited by SoujiroSeta#2390 on Sep 30, 2025, 10:49:59 AM

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