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    Path of Exile Questions Thread - January 27, 2020

    Path of Exile Questions Thread - January 27, 2020


    Questions Thread - January 27, 2020

    Posted: 26 Jan 2020 04:09 PM PST

    Questions Thread - January 27, 2020

    This is a general question thread on January 27, 2020. You can find the previous question threads here.

    Remember to check the Wiki first.

    You can also ask questions in the #any-question channel in our official Discord.

    The idea is for anyone to be able to ask anything related to PoE:

    • New player questions
    • Mechanics
    • Build Advice
    • League related questions
    • Trading
    • Endgame
    • Price checks
    • Etc.

    No question is too big or too small!

    We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best.

    submitted by /u/AutoModerator
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    This autoclicker I saw on facebook

    Posted: 27 Jan 2020 04:49 AM PST

    [Performance] Memory management and Soft Page Faults: Low FPS as a result of assets being loaded on the fly from the Commited (private) memory onto the Working Set causing CPU cycles to be wasted and performance to drop as the game can't continue seamlesly without certain assets loaded.

    Posted: 27 Jan 2020 10:39 AM PST

    I've been salty about performance this league and decided to take a relatively deep dive for a CS-less consumer pleb like me. In this post i will set up the argument that, under the right conditions, certain game assets are loaded into memory and relegated to unmarked secctions of the private memory, needing to be reloaded into the working set to be accesed, causing slowdowns on game performance.

    Let's start from the top:

    What is the memory?

    Once you start PoE, as with any other program, the application asks the computer "hey where should i put all this data i'm gonna need" and the OS tells the program "put em in RAM, it'll be easier to retrieve it later." So the program does just that, and all the audio, texture and topology data along with all the instructions necesary to use them are loaded into RAM.

    After it's loaded, the OS says "y'know what? you don't really need ALL of that right now, don't cha? because you're not alone here buddy, so why don't you make a list of all the things you don't need right now and put them at the front of the room so, if any other aplication ever reeeally needs more ram we can evacuate that section and give them some room." Thus, memory is divided into two sections: the Private memory (the whole data loaded into RAM) and the Working Set (whatever the program tought was absolutely necesary). There is then a section of memory that is in ram but not tagged as essential.

    Sometimes, the whole computer runs out of RAM. "Oh shit, what do i do now?... ohhh that HDD is looking pretty fine over there... lemme just..." And then moves some of the non essential memory to the disk. Where? to the Page file.

    All the information about what is where in the memory is stored on what is called a "Page Table", a list of assets each with a memory adress assigned to it.

    Now let's think about the program. Let's say that PoE loaded the texture of Malachai into memory and needed to use it, This would happen every rendered frame. So the program goes to the page table and finds where malachai's texture is stored then moves it to the GPU for processing then does it again and again until the texture is not needed.

    What happens if RAM ran out at some point and the texture had to be moved to the disk? Well, then the PoE says "Whoops, this shouldn't be here. I'll just move it into memory again and continue." This is what is called a "Hard Page Fault" and it takes ages in terms of computing time. This is why i urge everybody who can do so to drop the Page File Size to the lowest ammount possible, and no Page File would be the best option.

    However this post is about Soft Page Faults.

    What happens if malachai's texture was loaded into ram but was deemed "non essential" and de-tagged from the working set? Well, the program simply needs to find a place in the page table, effectively moving it into the working set. This is called a Soft Page Fault. During this process PoE can either show no texture, or show a matte texture while it laods it into memory for processing and displaying.

    Let me show you some experimentation i did early today.

    All the following videos were recorded without a pagefile (that doesn't mean there are no hard page faults, but that's normal since the OS will always need a page file idk why tho)

    First, let me show you what i mean by "Slow texture loading because of Soft Page Faults"

    ------------------------------------------ TEST 1 ------------------------------------------

    --noasync is ACTIVE

    https://www.youtube.com/watch?v=JqN8DpOpVHw

    The video shows the loggin process, and what many people will recognize as the "flame flicker", the moment where the flames of the scene dissapear for a moment before reapearing right after clicking on the loggin button. To the left of the video we can see the Performance Monitor showing three lines: In red, processing time (the % of the processor being used), in blue pe thage faults per second (both hard and soft, however i've never seen more than 20 hard faults per second on process monitor) and the IO read bytes per second (how many times the process reads from the disk to load new textures)

    At 9 seconds we can see that after hitting log in there is a diip in FPS seen as a stutter along with an increase in soft page faults. The peak is read at 30000 page faults per second during no more than a second. It's my duty now to try to correlate this dip in FPS to the increase in Soft Page Faults. I will also argue that, up to a point, processing power is not the primary factor when it comes to stuttering during asset load and remark.

    ------------------------------------------ TEST 2 ------------------------------------------

    --noasync is ACTIVE

    https://www.youtube.com/watch?v=vUCmPqfOTtk

    This video shows gameplay of a Tier 4 Phantasmagoria, the reason why will become apparent towards the end of the video. After entering the map, the game loads assets into the working set, namely the map topology and textures. Then, after a period of calm the first pack of monsters in encountered and the game needs to load the textures from non-tagged memory to the working set. This causes a significant ammount of soft page faults peaking at 30000 and mantained for about five seconds as more monsters enter the battle. The gameplay continues in relative normality due to most assets being now loaded into the working set, but as the timer hits 1:55 we reach the entrance to the boss room. As the game has not loaded the texture assets for this section into the working set it must now do so, increaseing the number of Soft Page Faults. However this behaviour is sustained over a longer period of time and contrary to popular belief the Processing time does not go up, but down. We will later see that this behaviour is exclusive to clients running under the --noasync command, however it sheds light to the fact that long asset time is at least not only by cause of low processing power. These Suft Page Faults peak at around 25000 for 19 seconds, and the metamorph Soft Page Faults peak at around 60000 for one second, predecessed and followed by smaller ammounts of Soft Page faults, NOT accompanied by a decrease in processor time (however this could be just because it wasn't a long time)

    ------------------------------------------ TEST 3 ------------------------------------------

    --noasync is ACTIVE

    https://www.youtube.com/watch?v=F5Z55ECNpvA

    Phantasmagoria T4 now with double beyond + 4 scarabs that add their own monsters and textures. The map is played under the same Soft Page Fault dips in FPS and the boss entrance FPS drop is reproduced at 4:02, this time it's more apparent that a spike in Soft Page Faults is accompanied by a valley on Processor Time. (Also, RIP my ass). The Metamorph FPS drop is also reproduced at 5:40 with inconclusive dipps to Processor Time.

    ------------------------------------------ TEST 4 --------------------------------------------

    noasync is INACTIVE

    https://www.youtube.com/watch?v=DXEiMxBJMBQ

    Big Boi Phantasmagoria T14 with 4 scarabs and double beyond. The FPS dip at boss entrance is reproduced at 7:17 with noticeable improvements to the load time of assets thanks to the exclusion of the --noasync command, however it is still noticeable. The Processor Time is at a snug 100% and the Soft Page Faults peak at 45000 for aprox. 14 seconds. Notice how there is a period of no Soft Page Faults in between the end of asset load and the boss' death. Then, as the loot enters the scene, the Soft Page Faults resume.

    ------------------------------------------ TEST 5 --------------------------------------------

    noasync is INACTIVE

    https://www.youtube.com/watch?v=aOuBicBALPY

    Finally, a test showing the interaction between Private memory, the Working set and the gap in between, the Unmarked Memory. Notice how at 2:25 entering the map is accompanied by an increase on both the Working set and Private memory, the I/O reads showing loading memory from disk to ram, and soft page faults. After that, at 2:38 a period of 22 seconds of stuttering accompanied by an increase in Soft Page Faults but very low I/O reads and a slow rise in Memory usage. This behaviour continues on a smaller scale untill my ass RIPs at 4:46 and we see a dip in memory usage, both in Private and in the Working Set. Again, at 7:30 the Boss Entrance FPS dip is reproduced accompanied by a high number of Soft Page faults, low I/O reads and a slow increase in memory usage. The metamorph FPS dip is reproduced shortly after, in this case accompanied by a small peak in I/O reads.

    Following the Phantasmagoria map i ran a Veritania Citadel because why not. Again, FPS stuttering and dips are accompanied by high numbers of Soft Page Faults. At 10:33 we can see the loading of Veritania's tower, however this was followed by a very small peak in Soft Page Faults and a pretty quick loading time, in comparisson with the Phantasmagoria boss room entrance. (PS: Please don't tear me a new one on my performance against veri, i gon goofed up switching gems LUL)

    ------------------------------------------ Conclusions ------------------------------------------

    Based on these experiments i conclude that Processing Power is, at least, not the only factor associated with texture loading stuttering and that, at the least, the way textures are loaded for use during gameplay cause dips in performance that are non-trivial.

    How do we fix this?... i don't know, i'm just a salty dude with access to the internet and a whole 2 whooping hours researching this subjet. I'm sure y'all can prove me right and more importantly prove me wrong in most if not all of what i said. I just want to give my 2 cents and hopefully this leads somewhere.

    EDIT: I misplaced and forgot some of the TEST tags, fixed!

    EDIT 2: posted in official forums, Tech. Support. Official Forums thread is https://www.pathofexile.com/forum/view-thread/2758499

    submitted by /u/xElMerYx
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    [Serious] Valuable fishing questions, plus a small Reefbane discovery

    Posted: 27 Jan 2020 09:46 AM PST

    Please respect the [Serious] tag. This is a real discussion. Jokes and [redacted]/Muted/Banned memes can be fun, but we're here to solve a puzzle. Let's please skip those jokes for this post.

    Recently a player named Arc corralled some folks into a Discord server with the goal of resolving the secret/easter-egg fishing questline.

    The group came up with a series of specific questions which, if answered, may be high value for making further progress. Some of these questions may seem pretty random if you're new to fishing easter-eggs in POE. We're assuming basic familiarity with fishing stuff in this post. If you're totally confused one of us may be able to help in the comments.

     

    Before all that though, we want to share one small but important discovery about Reefbane. A question was posed in Discord: "Is the glow from Reefbane caused by creating an instance with Reefbane equipped/held, or does Reefbane detect an inherent property of certain instances?"

    The answer is the latter: Reefbane detects a hidden property in certain zone instances, including instances which are created without Reefbane involved. Contrast this statement with instances which inherit character data; for example, when a player creates an endgame map, the game checks character data to determine mods for that endgame map instance (it pulls from the character's sextant data, their atlas status/bonus, etc.). I'll create a comment below outlining our procedure and explaining why we're confident in making this statement.

    The reason this is important: a special attribute of certain instances exists independent of Reefbane. Reefbane is a detection tool. Reefbane itself does not cause an instance to be "glowy". The glow procs only in instances which already have a preexisting special attribute.

     

    Now, on to the list of key questions. Sharing your answers or ideas may greatly advance our investigation. This is a small subset of the questions we've collected, but we expect these may be the most valuable at the moment.


    Q1. What is the natural drop location of the various recent fishing-related divination cards? (Baited Expectations, The Fishmonger, The Old Man)

    Notes: We know these come from generic divination card sources such as Stacked Deck, Putrid Cloister, Diviner's Strongbox, Metamorph Div Drop, Blighted Div Chest, Legion Div Chest, etc. We're specifically looking for the natural way of obtaining these cards, as the drop location may be important information.


    Q2. Are there fishing items for the body armour slot, the belt slot, the amulet slot (other than Rothead & Star), or the ring slot (other than Angler's Plait)?

    Notes: We're looking for confirmed fishing items here: items that come from an official fishing source, or items which demonstrably affect fishing-related actions. As an obvious example which meets both criteria, consider Fairgraves' Tricorne: it drops from Perandus Tackle Box (and therefore comes from an official fishing source), and it enables fishing rods to drop under certain conditions (and therefore affects fishing-related actions).


    Q3. Is it possible to force-spawn Krillson or improve his spawn rate?

    Notes: We've documented dozens/hundreds of Krillson sightings in search of correlations. While meeting Krillson is always nice, we're more interested in the method used to bolster his appearance. That method is itself valuable information, as it may be an "ingredient" for other fishing actions.


    Q4. Is it possible to force-spawn an Illegal Fisherman tormented spirit?

    Notes: When it possesses mobs, the Illegal Fisherman ghost sometimes causes fishing-related items to drop from that mob. Unfortunately this ghost is extraordinarily rare, even when using full ghosting strategies/prophecies. If there is a way to consistently spawn an Illegal Fisherman, we may be able to use the drop results from its possessed targets as new information.


     

    We have many more questions which need answers, of course, but we expect the ones listed here are among the most important for now.

    If you are a fellow angler who has studied fishing secrets, we'd love for you to chime in with your thoughts. Let's work together and solve Path of Exile's biggest puzzle!

    submitted by /u/poorFishwife
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    Einhar Birb

    Posted: 27 Jan 2020 01:19 PM PST

    Since we get so much of valuable currency shards like Harbinger, Ancient, etc. Why don't we just get separate slots for them in the currency tab? Just like the Annulment and Horizon Shards.

    Posted: 27 Jan 2020 04:40 AM PST

    My entry to the talent competition!

    Posted: 27 Jan 2020 03:51 AM PST

    [PSA][BUG?] Quality on amulets count as enchant, making them unable to be split -Don't brick your items!

    Posted: 27 Jan 2020 06:03 AM PST

    This League 6-linking for me

    Posted: 27 Jan 2020 12:10 PM PST

    [MSC] Extreme cast speed gloves for projectile spells

    Posted: 27 Jan 2020 09:49 AM PST

    this is starting to get ridiculous

    Posted: 27 Jan 2020 12:20 PM PST

    Explode chest for my int stacking assassin

    Posted: 27 Jan 2020 09:26 AM PST

    The feeding trough WIP

    Posted: 27 Jan 2020 01:34 PM PST

    Best metamorph so far!

    Posted: 26 Jan 2020 09:58 PM PST

    The stash of the #1 Lab Runner.

    Posted: 26 Jan 2020 06:21 PM PST

    Making Use of Asenath's Chant on Attack Based Builds - Galvanic & Lightning Arrow Pathfinder Build Guide

    Posted: 27 Jan 2020 07:18 AM PST

    Scammers getting frustrated :) micro guide

    Posted: 27 Jan 2020 07:30 AM PST

    what happened to bestiary reward chests?

    Posted: 27 Jan 2020 10:32 AM PST

    i havent seen any since blight, feral incubators exist only in standard

    i want my bestiary scarabs!

    submitted by /u/Bragok
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    Damnation Bane, the Coldest Wand

    Posted: 27 Jan 2020 11:59 AM PST

    QOL Suggestion: Show Awakening Bonus Objective Completion When Obtained

    Posted: 27 Jan 2020 03:20 AM PST

    Currently, once you kill the map boss and obtain the atlas map and/or its bonus objective, both will immediately show on the screen. This is not the case when you obtain its awakening bonus objective. Thus, I would like to suggest that the awakening bonus objective is shown on the screen when obtained after killing the map boss. This is so that you will know immediately if you have successfully obtain the awakening bonus objective, and need not need to check the atlas to see if you have obtained it successfully.

    submitted by /u/liauyuancheng
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    What potential fix would you have for the lab jewels that still keeps the theme of racing?

    Posted: 27 Jan 2020 05:57 AM PST

    In my own personal interpretation is that they're supposed to be for the fastest runners. A reason to speed straight to the end and ignore the common valueable loot you can get from the keys. It's also a smaller version of the Race to 100 each league.

    There's already been several threads about this topic lately and it's mostly gotten a big following due to popular streamers finally buying the jewels for rediculous prices. But this has been going on for years without any support and back then most people just didn't care.

    The issue is that the same player (Teh Hammer is the orginal name which has been banned) monopolizes them by obviously using cheating software. Maybe he RMT's maybe he doesn't but that's not the point. The point is that it pays to cheat and you can get away with it. It's obvious that they're cheating because not a single second place racer has gotten close when he's active. My closest run with significantly better gear was a good 30s behind which isn't close when you're talking sub 3-4 minute runs. Currently nearly everyone is a solid minute behind with 2-3 minute runs. (Yeah 30-50% faster than anyone else on SSF SC and SC metamorph.) For reference the rank 1 STANDARD with Legacy gear is still slower than the Rank 1 Metamorph.

    My change would be that there would be a benchmark set per room on main path. Let's say 25s a room so as of 01/27/2020 the Uber lab today there would be 12 rooms meaning that a time of sub 45 minutes would grant a jewel. Limit 1 jewel per account per day. The top 10 get 2. (For reference there are only 22 players with sub 5 minute runs today)

    This would incentivise the need for speed race in the lab to get it done as quickly as possible. There wouldn't be the hatred for the person at the top spot but as a community we could encourage others to be able to reach the benchmark to obtain the jewels. While I enjoyed the competative nature of the race to be #1 in the lab and even though I was only able to get 1 once and it wasn't even the Uber Lab version it was fun. It felt great to finally be the best, but it breeds a super toxic enviroment. It would also still feel meaningful to reach the top 10.

    It's also not good to be able to have one person dictate the price of 4 items. They are also more rare than Mirrors at the current 1 per day per league. While these jewels are extremely strong they're not mirror level strong.

    TLDR: Players shouldn't have to code their own cheating software to be able to obtain an item without aquiring a mirror worth of currency.

    What would you guys change to make the Jewels less Monopolizable but still keep the speed run feel to it?

    submitted by /u/4percent4
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    Loving the new Menu.

    Posted: 26 Jan 2020 03:33 PM PST

    One of a kind boots

    Posted: 27 Jan 2020 02:34 PM PST

    One of a kind boots

    A pair of ilvl 86+ magic two-toned boots with tailwind elusive on them

    https://preview.redd.it/nyg5ilcfded41.png?width=573&format=png&auto=webp&s=bf3ba31b25c06d9eb04e9d232019c006daab5bc9

    These are quite possibly one of a kind and i have big plans for them.

    Here was the process of obtaining them:

    • Got an awakeners orb dropped from my sirus run, so I felt like crafting tailwind elusive boots
    • Got ilvl 86+ (88 in this case) redeemers two-toned boots and alt spammed until I hit elusive
    • Bought a pair of boots with tailwind on them
    • Awakeners orb the tailwind onto the elusive boots, hit something decent
    • Tried to annul, bricked the elusive off the boots
    • I wasn't going down like this, so I figured I would alt spam until I hit tailwind and just relist
    • After about only 900 alterations, I hit tailwind, but I must be the luckiest person in the world because elusive showed up at the same goddamn time

    Next steps:

    • Put white sockets on it through betrayal bench
    • Maybe put extra quality through betrayal? Idk it doesn't seem TOO important
    • Engage in beastcrafting shenanigans
    • Profit
    submitted by /u/ImHungry2582
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    What is THAT?

    Posted: 27 Jan 2020 02:21 AM PST

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