← Back to context

Comment by enbugger

7 hours ago

> Making it a "Compiler problem" makes it an unsolvable one in acceptable time.

If I understand correctly, "compilation" is needed only on equipment change. I remember some FPS drop in PoE when changing the gear too.

>in a beautiful mess of about 20k lines of calculations in various files.

And is it actually suitable for realtime? PoB is not a realtime application.

Stat recalculations are pretty much immediate, yes. The only thing that takes a while is calculating the nodes with the most potential gains, since you're in effect calculating reachability, combined stat increases, etc, which is a few thousands to millions of calculations depending on how far you look.

FPS drops in PoE would not be caused by damage recalc: this is done entirely server side and on application of the damage/dot tick. That drop you're seeing is just loading the assets and recompiling some shaders, if anything.

But also: it doesn't need to be realtime. Your damage is a simple math formula, applied against another for enemy defense, for each hit instance. There are definitely some builds that stress servers due to the sheer amount of hits/tick, but that's a matter of optimisation. PoE lowers server ticks when it can't follow.

The post is talking about optimizing for build damage/resistance/etc, crafting a build. Which probably doesn't even take into account conversion shenanigans, over time things like wardloop that requires setup, cwdt and a load of other things. This is not an optimizable thing in any reasonable time, and human application of logic is pretty much faster.