While I understand the goal of your post and where you’re coming from regarding FOMO practices. I’m sure a lot of people agree with that.

However when it comes to the technical reasoning behind it, Testerle is absolutely correct. As long as the items are well-made and individually don’t have issues (looking at you illusionist mirror), it won’t affect performance at all other than the size bloating of the game.

Not even client side rendering as much as you seem to think, since those pixels still have to be drawn on the screen and displaying the same armor twice will not magically consume only a single armor’s worth of performance just because they look the same to us :slight_smile:

In that sense, displaying 2 identical basegame armors side-by-side that have a higher detail and vertex count will always consume more resources than displaying two completely different battle-pass armor sets side by side that have less detail. Sure, there are some “cheating” algorithms built into our videocards that could help mitigate certain aspects of this, but they only go so far, especially when you’re playing a high fps game and all of that detail is moving with your character…

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