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Particle Effect Optimization

By STAFF_Brand

Nov 17th, 2021

Hello everyone, this is Tree of Savior Dev. team.

 

This posting is about particle effect optimization.

 

 

The performance of the client has improved a lot through 64-bit migration, DirectX 11 update&optimization, but the multi-core performance was not fully utilized.

 

One of the most crowded tasks to the single-core was particle effects. Tree of Savior, where many monsters appear and multiple hit-type skills exist, improving the performance of particle effects was the biggest task.

In addition, since the particle effect engine only allowed up to 8,192 particle effects, there was a problem that the effect could not fully appear when many effects occurred.

 

We have increased the maximum effects to 32,768 by improving the engine, but as the number of effects increased, the frame dropped. 

 

To solve this problem, improvements were made to make full use of multi-cores for updating and expressing particles.

With this improvement, we have verified that the frame remained similar even when the particle count limit was increased by 4 times.

 

 

 

<Screenshot for comparison>

▲ Frame dropped - limit by 8,192 in the previous engine


▲ Frame dropped - limit by 32,768 in the previous engine


▲ Frames maintained - limit by 32,768 in the new engine

 

We expect that a stable frame will be maintained even when playing 4 times more effects than before, and all particles that have been omitted in the past will be displayed normally.

Additionally, with the improved particle output capability, particle scene can be richer which leads us to expect that the quality of various skills and effects will be improved.

 

 

 

This particle optimization patch was applied during the scheduled maintenance on November 9.

We will continue to work on creating interesting game scenes by continuously improving the engine and low-quality effects.

 

 

 

Thank you.