Guild Wars 2 (GW2) launched with a system called “culling”, explained by Habib Loew of Arena Net (AN) as follows:
In order to cut down on the network resources that were used by the game and to reduce the client-side system requirements, we implemented a culling system, which imposed a limit on the number of characters that could ever be reported to your client. This meant that only the characters closest to you would actually get reported.
While this achieved our goal of limiting bandwidth and client-side resource utilization, it had the unfortunate side effect of causing large battles in WvW to be confusing, as there were sometimes many enemy players that were completely invisible. Additionally, there were side effects of culling which could result in stealth characters getting up to two seconds of additional invisibility when coming out of stealth.
While culling created some negative experiences and was a sore point with the community, it also helped to prevent the kind of client-side lag due to mass combat that I’ve experienced in every other MMORPG, including WAR, Aion, and SWTOR. In those games in mass combat, the frame rate dropped significantly and the game client sometimes froze for periods of time as it struggled to render all of the characters and their actions.
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