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Tree of Savior Update on the Optimization Process

 

The first and foremost thing to solve were the client stability issues from the previous optimization process.

During the numerous tests, certain side effects from the previous optimization process have been found and, regrettably, for the sake of stability, we had to forgo some improvements.

However, through other optimization processes, we were able to obtain both stability and improved performance.

1. Our resource management system has been improved by applying resource background loading and data pull. What we have achieved was a reduction in the time wasted on resource loading.

The test environment for both is the same as the one shown in the screenshots above. Please look at the number of spikes and duration.

Through the application of these measures, we were able to obtain the best of both worlds and have the benefits from the previous process along with the huge reduction from resource loading.

2. We created a separate thread to process articles, models and other ingame factors to reduce processing time.

Most of the total processing time is spent on updating models when 100 characters are on one screen.

When characters cast skills, naturally a number of particles are created. Consequently, more time is needed to process the particle effects.

Here, we thought of a way to process them in different threads.

3. We reduced rendering time and draw call numbers by improving the rendering pipeline.

We have improved the Character Depth MRT process and other unnecessary rendering processes that we weren’t able to do last time.

The graph above was obtained in a test environment and based on the results from replays where certain features were locked. There might be a margin of discrepancy in the actual gameplay environment.

Also, we must be prepared to deal with unexpected side effects like last time.

Therefore, we took some time testing and re-testing to find possible issues so that this optimization process will perform without major problems.

Likewise, we did have to sacrifice some performance to ensure better stability, but the ultimate goal was to provide our users with a safe and sound gameplay experience.

Ingame Test

The graph below is based not on replay scenarios but rather the actual ingame environment like the screenshots above.

The red graph indicates the before, the blue graph the after. The first graph is recorded when loading 100 characters doing various activities. The second graph is taken after the character loading and doing various activities.

We can clearly see certain significant improvements in the overall processing speed and reduction in frame drops.

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