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FPS drop caused by exilebuddy

gogo134

Member
Joined
Jun 10, 2016
Messages
98
@pushedx you guys are doing great but can we get some attention to this issue,eb uses cpu more than game itself and beside causing fps drops,its not big deal but stil causing performance issues,thanks:)
 
Yup, is a problem since forever, dont think it will ever change, just have to deal with it.
 
Ultimately, there's no way to make EB not affect the client performance, or not let the client performance affect EB. They are strongly dependent on each other in our "external bot that syncs with the client rendering" design.

All the different ways our other Buddy bots work are incompatible with Path of Exile, which is why our project is uniquely different than the rest. There's no other project for Path of Exile that even comes remotely close to offering what we do in terms of the client API, and that API access comes at a performance price for all the power and flexibility you get, in addition to downtime for client patches which are frequent and more significant downtime on major client changes.

Various improvements to allow better code design are on the way for 2017 though, but that still requires:
- All devs to make use of better coding practices to avoid major performance issues. It literally just takes one badly coded plugin to negate all improvements done in EB.
- Users to stop taking resources away from the bot/game with FPS limiting under certain levels. People still don't fully understand how limiting fps hurts EB's performance, which then in turn affects the client performance.
- The game to actually fix its own performance issues that are affecting the bot under the hood. Nothing new here, but each new league seems to introduce new problems that you can readily see on reddit/forums.

Code can only be optimized so much before you start hitting computing limits from design issues or hardware limitations. As the game continues to grow and become more complex, more hardware resources will be required to utilize the API to its fullest, regardless of how optimized the bot code ends up, so keep that in mind. There are ways to try and hide this, and make certain trade-offs, but no generic way to appease everyone when it comes to client performance / memory usage / cpu usage as you have to sacrifice something to get better results in the other.
 
Are there any quick tips (besides turning all graphics to minimum and not limiting fps) that help performance? I did a quick look but didn't see anything in guides.
 
Ultimately, there's no way to make EB not affect the client performance, or not let the client performance affect EB. They are strongly dependent on each other in our "external bot that syncs with the client rendering" design.

All the different ways our other Buddy bots work are incompatible with Path of Exile, which is why our project is uniquely different than the rest. There's no other project for Path of Exile that even comes remotely close to offering what we do in terms of the client API, and that API access comes at a performance price for all the power and flexibility you get, in addition to downtime for client patches which are frequent and more significant downtime on major client changes.

Various improvements to allow better code design are on the way for 2017 though, but that still requires:
- All devs to make use of better coding practices to avoid major performance issues. It literally just takes one badly coded plugin to negate all improvements done in EB.
- Users to stop taking resources away from the bot/game with FPS limiting under certain levels. People still don't fully understand how limiting fps hurts EB's performance, which then in turn affects the client performance.
- The game to actually fix its own performance issues that are affecting the bot under the hood. Nothing new here, but each new league seems to introduce new problems that you can readily see on reddit/forums.

Code can only be optimized so much before you start hitting computing limits from design issues or hardware limitations. As the game continues to grow and become more complex, more hardware resources will be required to utilize the API to its fullest, regardless of how optimized the bot code ends up, so keep that in mind. There are ways to try and hide this, and make certain trade-offs, but no generic way to appease everyone when it comes to client performance / memory usage / cpu usage as you have to sacrifice something to get better results in the other.

thanks for informative reply:)
 
How about a DX11 release? The FPS gains are MASSIVE.

Well there are two things with this:

1. DX11 uses the 64-bit client, which means we'd have to code a new EB that supports 64-bit, which right now is not technically possible until we can find alternatives to tools we're using to currently update the bot. Without these tools, EB simply isn't maintainable. To put things into perspective, when EB died earlier this year, it was coming off a 6-week update (I spent well over 500 total hours on that) since PoE changed compilers to something modern and that broke the entire project. That was just for a 32-bit -> 32-bit update where the code generated was totally different. A 64-bit update would require a lot more, on top of needing a new build that uses different tools and stuff. It's just not manageable for us.

2. The FPS gains in the client only address the 3rd point, and would be negated in their entirety as soon as people try to limit FPS, or use code that isn't designed to not cause performance issues that can result in the game from too many objects being around.

If you aren't limiting fps at all, have a good gaming PC to run PoE (SSD, good gfx), then the actual upcoming EB changes should result in less of a performance impact for you if you're currently seeing bad performance, but that better performance won't actually mean much unless you like watching the game while you bot and want it to look smoother, if that makes sense.

The issue is pretty simple, but very complex to solve: there's a limited amount of resources (time) available each frame the bot executes (limiting fps reduces that pool of resources). If the bot has more work to do than resources available, you will see greatly impacted client performances. The solution is to simply make sure the bot doesn't ever have more work than resources available, but that's where the complexity comes in. Better design and code can help reduce the problem, but there are limits to what is possible because at some point, there'll be more resources required than are available. The best solutions would be to get rid of the problem altogether, and not let the API be bound to the client's rendering, but unfortunately, that's just not possible with this game to achieve what we want (and trust me, we've been trying to solve that since 2013).

Anyways, more information on updates and changes will be coming when they are ready, as a lot of things will have to break to move forward, but we're always working on improvements and finding ways to do things better, even if we're not actively talking about them on the forums. :)
 
First 3 days of botting i had no lags at all, everything was so smooth, but then i started adding additional plugins and BOOM instantly 2-5 fps while fighting mobs. In town it's 100+.
Without bot it's even higher. What can i even do with this?
 
First 3 days of botting i had no lags at all, everything was so smooth, but then i started adding additional plugins and BOOM instantly 2-5 fps while fighting mobs. In town it's 100+.
Without bot it's even higher. What can i even do with this?

Nothing lel reep
 
Thanks for all the responses Pushedx, this bot is amazing, has a lot of features that others don't and it has a reputable name and that matters to customers. The bot has evolved a lot in the last year and i can't wait to see all the future improvements and plugins for future releases.
 
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