There's nothing misleading about what was said [
here]. As a person who's had thousands of hours Coding and Modding, even I know that flipping a feature from "false" to "true" impacts game stability
(facts), even if the option for having such a feature set to "false" has been the default.
As a matter of fact, the
"how far away is my teammate" feature being adjusted by proximity is a perfect example of this. Recalibrating the "magnitude" in which something triggers 'on' or 'off' will also have an effect on performance.
If you're telling me that changes to the HUD can tank performance, but adding a new liquid to World Gen will
not...
I don't believe you, and anyone else who's ever created an edited "Water World" shouldn't either, because it'll always come down to 'optimization' and 'magnitude', not simply looking at "true" or "false" triggers.
Side Note: The critique about the paint replacement was a shot at the Dev Teams new design philosophy and how it's likely negatively effecting the game, it's not suggesting that it has or will have an effect on performance.
Keep in mind, my critique about any changes would be in the form of an overhaul or simple 'optimization' of already-existing assets, I don't find implementing the least reasonable method to be useful to anyone, especially if we're discussing things within the realm of a better running game. This is a bad news first, good news second tactic (which leads me to suspect that you're 'media trained'). Anything within the realm of increasing file size is off-the-table, and should be reserved for a second game.
Nice try, but there's a reason that things
cap-out when it comes to spawn-rates or even storage
(especially the slowdown for items loading in via Power Menu). If the game doesn't ever have to account for a number of them being present, then yes... of course it has
little to no effect on gameplay, but there's a stark difference between placing
ten (10) 1.4 Mannequins, and placing
one-hundred and ten (110). When the game has to actually start 'accounting for things', we're in a whole other realm of ids.
Also, keep in mind that nearly all NPC's sale items
(specific item ids) and have the ability to drop item upon death. So yeah, Terraria might support 32,767 different items, but I'm
pretty sure it can't display all 32,767 items at one time, now can it
(and I'm the one being misleading, huh)?
Perhaps,
but I will say that nearly every person who has experienced some lag spikes attributes some of it toward transitioning to different/ newer Biomes. If all of this stuff is "irrelevant at best", why does the new 1.4 Map cause slowdown?
In addition, games like Skyrim SE, Cyberpunk 2077 and Vindictus
(all 3D videogames btw) can all run rather smoothly when tweaked and settings are adjusted. I don't see how anything in a 2D game causing slowdown is
understandable when it comes to rendering, even for a 2011 game. You don't have to go out-of-your way, or do something unreasonable to experience lag or slowdown, so I can't even be sure that render
bottlenecking is the biggest culprit, it could just as easily be "dirty code", coding overlap or a series of "harmless errors" being compounded
(that's my conclusion, as Terraria running this poorly is extremely hard to fathom).
Actually
I can blame them, because "overhauls" aren't limited to
coding rewrites, it's also adding newer content and improving previous content
(to a noticeable degree, that's it really). I just got finished "overhauling Skyrim SE" with simple retextures; I also added some details to other 3D objects using SMIM. Here's the thing though, if I'm not smart about what I edit and
how much I edit the game, performance
will certainly take a hit
(especially if I have errors with overlapping or corrupt textures).
No one, especially myself, is suggesting that the Devs don't have the space for the stuff they're adding
(a lot of games have free space/ slots to add more stuff). If I'm insinuating anything at all, it's that they are
poorly choosing their spots to do it. The performance hit from 1.4 to 1.4.2 is pretty noticeable, so unless there's an official breakdown explaining why
(when Terraria is already known to be a fragile game), it's pretty reasonable to start throwing logic darts.
Note: I think it's important to bring up the HUD incident here as a good reference point, so that it isn't somehow lost on you just how easy it is to tank Terraria's performance.
...or by simply placing 50 Armor decorated Mannequins at your HQ.
Seriously, what are we doing here?? We can already prove that "record keeping" hurts performance and some graphics aren't
rendered after a certain "cap" is reached, namely with Racks and Item Frames. If you're not going to go into detail about why this is happening, then I'm not sure how anything I'm suggesting is unreasonable or misleading.
In my mind, there's no excuse for the sudden hit to performance, if you are an
apologist of sorts, I'd love to hear why this is the case. I say it's because "the current build of Terraria is unstable, even if I don't have the inside scoop as to exactly why that is,
to that you say what?"
I don't think anyone here
has their panties in a bunch about having to upgrade their devices.