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Apex01

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  1. Glad we figured it out! And yes, your "NOT OFFICIAL" recommendation is exactly how it should have been written in the first place. It makes perfect logical sense. It's actually hilarious when you think about why the wz developers wrote it that way. Instead of fixing the core issue-which is the flawed bounding sphere/radius math that causes large effects to disappear when the camera pans-they just slapped a band-aid on it to "save the day". They essentially hardcoded a hack: "If an effect is broken, just throw this keyword into the file to bypass the math completely so players won't complain." Classic technical debt! Thanks for taking the time to update the thread so quickly and for sharing your work with everyone. Best regards, - aki
  2. Hey Abel, great work on the reverse engineering. However, there's a small but critical logic flaw in your C++ implementation for the 'enablefrustum' flag that will cause massive FPS drops. I've been reversing the same binary, and comparing your code with the Assembly dump reveals a crucial missing detail: the exclamation mark (!). In your code: if (!rTextFileLoader.GetTokenBoolean("enablefrustum", &m_ParticleProperty.m_bEnableFrustum)) Your logic means: If the flag is NOT found, disable Frustum Culling (FALSE). However, the official Assembly (see my screenshot below) explicitly checks if (v66) without the NOT operator. The official logic is: If the flag IS found, disable it. The Performance Impact: Because 99% of old Metin2 .mse files do not contain the enablefrustum string, your code effectively disables Frustum Culling for almost every particle in the game. The GPU will be forced to render thousands of unseen particles (like foot dust or basic attacks) even when they are behind the camera. This overdraw will completely destroy performance in crowded areas like guild wars. To replicate the official behavior and save your users' FPS, you just need to remove the ! from your condition. Best regards, - aki
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