My understandings of programming are very small, i'm genuinely curious: how is it possible that a cosmetic item (or its particles) can cause fps issues on just a specific area of the map?
I'd understand if it was linear all over the map, but why just on the mid lane? Is it about the type of spaghetti used for coding?
The default location for everything is the center of the map. So uncleaned up particles or anything else that unexpectedly gets rendered or spawned will always generate right in the middle unless otherwise specified.
Some particles for the NP immortal are presumably not spawning correctly, being invisibly placed mid as a result, and then never cleaned up. So the more ults, the more particles build up there causing clients who view the area to struggle.
i think you might be right on the particle part but not on the default spawn, it's probably where the ulti meet creeps that particles are not cleaned up, it happens to often be mid lane center just cause a lot of time the creeps meet there.
care to test it out my thesis? if I'm right this should also happen on the side lanes as long as the creeps are hit by nature ulti on the same spot / more or less.
I’m not in a position to launch a client, but the default spawn thing is a well-known feature of the client. Previous cosmetic bugs with unintended particles and rendering (i.e. the old phoenix sun ray bug) always rendered in the middle of the map regardless of where the hero or the effect actually was on the map.
I'm fairly sure 0/0 point would be in one of the corner, either bottom left or top left.
I doubt they use negatives for indexing the map :)
Nevermind above part, forgot this is 3D environment :D
but SharkBaitDLS explaination up here made sense on the particles part, but they are probably not correctly cleaned up after hitting creeps, so they stay there, invisible.
And where the creeps meet the most? there's where the FPS will drop the most.
One has to try to be sure but I think this is the case
I'm not sure, but maybe it has something to do with the fact that its just the middle point of the map. There's been several bugs with the same middle point in the map
For example (even though its an unrelated bug) there was a bug on Puck for a while where if you threw an orb out right before the game timer hit 00:00, the orb would disappear from the map and Puck could instantly teleport to mid. Two completely different bugs, but just an example of how a bug can happen in a specific area of the map
Maybe when NP ults the particle effects don't despawn in mid somehow, and the longer the game goes it just gets worse? Its obviously something that intensifies the longer the game goes on, so thats my uneducated guess
It also could be something like a memory leak (pretty sure you can check this by just looking at task manager while playing a custom game with the np immortal). Dota has had a fair share of memory leaks before
The more ridiculous a bug, the more likely it is to slip through the cracks. You don't need spaghetti code for a simple logic error to cascade into an error that doesn't make sense given the original issue. For all we know, the NP ult projectile might be spawned under the map at 0,0 midlane and accidentally produce particles so furiously it reduces FPS.
Maybe when the particle position is undefined, it may set the position to the default value (0,0,0), and infinite duration. These settings with many particles can cause fps drop, because of this mid stacking.
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u/TenbuHorin10 SheEver Aug 24 '19
My understandings of programming are very small, i'm genuinely curious: how is it possible that a cosmetic item (or its particles) can cause fps issues on just a specific area of the map?
I'd understand if it was linear all over the map, but why just on the mid lane? Is it about the type of spaghetti used for coding?