Try Mothers Embrace reduced duration skeletons. Remote activated worms. With enough To Dust jewels, you can kill the skeles before their attack animation finishes and leave the worms placed at a distance for use with Fireball and such.
@@TheTolnoc why for fireball overlaping? is noy better use arc and try to hit the target two times? "it requires 4 grouped enemies to bounce back to the original." or chain projectile or other spell maybe some build using this pathofexile.gamepedia.com/Gloomfang? the problem is the charges with 40% reduced flask used 15% from passive tree = 55% and 20% from flask = 75%, maybe can work or you lost all charges,,, when you use mother of embrace with the skeletons the worms spanw around the skeleton but the fireball has a very small radius with lucky only 2 hits or 3 hits with 5 flask of worms because they spawn randomly.
It's all about enunciation, no accent is a problem if the speaker is careful about pronunciation and don't rush themselves. In my experience the only accented people who are hard to understand are those who rush themselves, mumble, or fail to speak loudly.
This team is cool, making light jabs at the actual game. Most ARPG companies would be like "you know like you grab a sword and swing at a monster and bam you feel a rush" these guys are like "you grab spell cascade a sire of shards and blow the screen up" lol
@@aaacowsad6388 the old scold's bridle cwdt masochist build is still one of my all-time favorites. You can check a vid about it from about 3 years ago on my channel. Not a million projectiles, but I was still pretty happy it worked at all :)
Awesome talk, I love watching passionate people talk about stuff like this. The complications of seemingly simple things in these systems blows my mind.
Along with the Diablo 2 folks this guy's talk was an absolute treat to watch and listen to. He's obviously very passionate and knowledgeable about his craft.
Waited for this one to be up! Great talk by an inspiring programmer. Wish more graphics programmers at other companies were at his skill level and get the time and trust to develop beautiful and unique graphics for their games.
Please @Path of Exile keep such experts passionate guys to tell us how you doin the things over some big company marketing speech. He tells exact the important things, and you can feel how deep hes into all of the thematics!
"Я просто люблю исследовать вещи, даже если это ни к чему не приведет." Это просто золотое качество. Что бы я не начинал - все кончается на том, что "это нахрен никому не нужно".
They need to give us an option to disable fog in deliriums, just leave the timer we can figure it out if thats how we choose to play. Shits blowing my computer up.
They did say they would test some things out in the leagues leading up to PoE 2. Not that that's an excuse for the very slow fixing of the issues of course
@@Haunted-69 Fog is not what is reducing your performance. you literally will have the exact same performance issues without the fog. The problem is calculations of aura's and amount of mobs. if we lower mob density by a bunch and reduce the amount of aura's mobs could have you would see your performance spike completely up. But then a lot of people will bitch there are now less mobs to actually kill.
@@Haunted-69 I play this game on a half decade old laptop. I've got plenty of performance woes, but Delirium fog ain't one of them. Touching the mirror doesn't do anything to my performance (the resulting increase in action once the monsters spawn does though, but that has nothing to do with the fog).
Wait... This is the guy who is responsible for my herald of ash scorching the grass and ground when it proc's? If so this man is completely priceless. I notice these little details and they are precisely the details that made me fall in love with this game. Another note: I love that behavioral neuroscience is a cornerstone of the development foundation of PoE. I love that considering how the mind and player will react to and interact with these subtle details. Bravo!
Loving this talk. Thanks for all the work you did putting it together. As a former graphics researcher I was both delighted by seeing the rendering equation and slightly traumatized with grad-school, publication-deadline flashbacks. :-) I am so happy to see more games incorporating GI techniques.
Oh my, the devs are so generous so that they decided to publish their works, which could do a great help for other games title being under development!
real time game devs are always sharing their knowledge because in the end only a few select people in the world at any time are smart enough to even know what to do with that knowledge ;)
That presentation was very informative and amazing! You can see the passion and hard work put into everything he talked about. It just made me live PoE even more than I already do.
Neat to see how some of these innovations go. Not sure "which map was hardest to render" was understood or quite relevant since he doesn't design maps. Artists and level designers design the maps, he programs the visual tools that the artists use. It's like asking a person who only creates new chemical makeups for paints what was the hardest painting they've designed.
Really bad timing for this video, when the game is busy freezing/stuttering for 3 second blocks here and there. But I don't think that's a graphics issue, it's something deeper seated.
Alexander is easily the best GGG employee. His work is what made me interested in POE 2. Other games who supposedly have such amazing graphics, just overwhelm you with colourful effects, but they don't offer this realism that makes you care for the character and totally immerse in the world.
Thanks for the technical deep dive! PoE has a lot of great tech under the hood that is underappreciated. Unfortunately 400 systems that are super fast and clever don't matter too much if there are a few that bog down the game to single digit fps so that's why you'll almost always end up with negative feedback. To be honest, I'm not a fan of the PoE2 grass and feel like that may be a dead end since the technique seems inflexible with all the precomputing and using the same grass blade. That's why it still looks like fur. It's also groomed too much to give it all those wavy patterns but grass should either be somewhat standing straight if it's healthy or be even flatter in clumps like you see in winter after snow was on dead grass but this version just looks weird and soft. It's a cool concept and can be used for specialty cases I bet but I think for general grass it's more important that you can have a variety of weeds and grasses and that it reacts dynamically.
I really loved this talk! A curiosity: when rendering the Shadows (amazing innovation!) you create mipmap of the depth buffer and then do ray tracing of shadows for each mip? That is the mip you are talking about? Thanks :)
I was also confused by this and am surprised more people haven't commented on it. I believe what he was trying to show was two stages of optimization: 1) the depth buffer used for the HBAO collision pass can be mipped, meaning the (monte carlo?) sampling would be applied per mip level with increasing sampling rate (perhaps complete coverage at the lowest MIP level). This higher coverage is, I believe, what is presented in the first "MIP depth" slide. 2) the pre-GI rendering (e.g. the color information) used for the horizon light bounce can be also be mipped, thus reducing the cost of the GI ray cast and further increasing the sampling rate. The result of this further increased sampling is presented in the second slide. Of course it's really hard to tell because his slides before depth mips show wildly inaccurate GI samples. if anyone has more insight on the MIP depth optimization (maybe from Alexander?), or really anything on the HBAO GI algorithm presented here I'd love to here it.
I just hope league mechanic visibility eventually evolves along with the renderer because PoE might be looking nicer every day but it's getting harder and harder to see any of it under an increasing amount of layers of indistinguishable monochrome jank
He makes me love PoE even more. Very interesting and i feel like i've learned a lot. But besides, does anybody else have the problem that all dialogues of the NPCs are ending too soon?
Meanwhile, since delirium release i cant properly run fully juiced up maps cause i will die to some random stutter or 2 second freeze which didnt happen before league patch. On another note, this dude gave a great speech.
@@llrennanll just because you're experience Is good doesn't mean that amd gpus had huge driver issues until the fix. XD I use an amd gpu as well but to say that amd gpus are better than nvidia gpus is objectionally and factually false.
@@AswollAlpaca Oh, I experienced the issues first hand, bought a Sapphire Pulse as soon as it was available in my country, I lost count to the amount of random crashes that I had with this GPU (before the latest update it could crash if I closed a window), my comment was just to say that not all AMD GPUs right now are bad and I didn't say they are better than Nvidia.
Water Stimulation on Background Threads : You realize that there is maybe other stuff working in the background ? Like other Programs etc ? Or are those idling CPU Times preserved by the PoE Client ?
Chris Wilson said in a video with Zizaran that they basically try to plan a few leagues ahead, they spew a bunch of ideas out, most get rejected and than keep certain ones and put it on a roadmap