wait so! i dont get it!
i Thaught Korean servers became new frontier! and had UE4 already as i have seen content from that!
and that EU and NA were running new World! as they call it! since we are still on ue3
and that New Frontier was literally a Readderation of "this Current" world with open world aspects and removed "Loading" zones/instance loads!
so if thats not the case HOW exactly is it atm?!
well its Not as hard and doesent take as much time porting UE3 to UE4 , as i would porting to a Entirely different engine!
as the language and methods used are extremely similar in UE3 and UE4 from what i already know from experience!
dont get me wrong! i do know its not a quick and easy task! but should not take too long as long as they have a decent sized team for it!
also! i do get they are trying to focus more on KR than EU/NA first! but the question is ofcourse the size of the development team/unit they have avaleable!
but to be honest if they took in experienced UE4 developers from eu parts and NA (especially EU) they could speed up development and transfer, while at the same time having readilly avaleable test servers to speed up the process with feedback and bug reports after porting, while they still Ofcourse as seen in current and earlier New Frontier footage, some of the textures and animations have extremely poor animation motion, cause early implementations.
they will get a much more detailed, efficient and precise, workload with the assigned developers taking assets and workload from each other to have a synergy of development, for a more reliable timeframe of release and ompimalization.
this i obviously say regarding the fact:
1: they used only DX9 for a game developed and released in 2012-2013 (eu/na 2016) when they could have set a goal of implementing DX11 for the release in 2016 for all servers, fixing both Performance and utility!
2: as far as i have noticed doing research after starting to play this game about 2 weeks ago, I cannot Seem to FIND a Local Cache Folder! and no info or hints about one online (google/Forums) wich tells me issues related to the game is affected in some way to cache, as the game literally runs the same on a intel core i5 3600/GTX 750-970/-radeon fx(8000 series and above)-AMD FX XXX that it does on my Ryzen 7 3800x/RTX 2070.
and in some instances i find people running the game smoother on Older Hardware than i do,
while the game also forces an immense ammount of ram usage, while it literally does nothing with it.
the same with GPU/Vram Useage, it uses resources in a way that is ineficciant, and then leads to lower performance, while the CPU tries to force cache constantly,
while when you study the behaviour of the game and workload, its almost as there is nowhere for the Cached files to go, so it ends up infinitly trying to cache without a destination to put it.
so all in all UE4 and DX11 will fix ALOT of stuff gamewise, and also give better support/compability running x64, as UE3 was not designed specificly that far ahead of time and STRUGGLES with Shadow rendering over many entities and heavy effects, and DX9 was'nt either designed ahead for x64.
but Nothing will fix the game better than solving the issue with CaChe'ing, Because Without a Proper WORKING Cache, You are, and WILL be Forced to forever Draw all character model/face/design types, ALL Effects, ALL Entities, Literally everything.
BUT! in Most games, (Especially) one like this, An MMO, the cache focuses more on the heavy information like Random/Custom character appearances, cosmetics effects, and similar!
Hope This Cleared more up For people, so that yelling and nagging about Ue4 that will still take some time to be implemented, will be switched over to the question of, WHERE IS OUR CACHE!!!
Love you all, and happy to join the community of few!