Quote:
Originally Posted by 'Fursphere',index.php?page=Thread&postID=162181#po st162181
The other half is your local PC trying to load 200+ unique characters all at once with their unique armor models and unique enchants and gems and... and... and............ all in a split second.
This is an issue of the client being a little too dumb technically. Very little of the information being sent across the wire is relevant. Eve online had the same issue, where sending 100% of the info of all players/ships was feasible in small-scale encounters, it did not make sense in large-scale battles.
What information is relevant? How much damage am I taking/healed, how much damage did I do, where are other players and how much life does everyone have(or for more fine-grained -- health of those targeted only). Armor, enchants, gems are not relevant and while they allow you to answer the second question client-side quickly in small-scale battles, it scales very poorly.
There are major optimizations that can happen, but often require design work. We'll see if they've done any of it if the performance starts scaling up :)