romanN1 wrote:Hope you will succeed dude. FPS drops and sprite limit really affects the beauty of proc machines. Though an easy solution for this is to just remove brimstone
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It seem that the current limit of the Display is around "580" , at 580/583 sprite dissapear, what a good finding

Edit: Actually this could be the Lightmaps that make them dissapear, not sure for now.
Edit 2: I'm guessing it's the lightmaps LOL, each time you create something or view sprites this is "Lightmapped", casting skill like brimstones make an abusive "creation of lightmaps" on each tile cells, because it's creating multiple sub sprite of "small fire" that need to be rendered (the engine create a little lightmap on each of these sprites) to make them visible and off course with a little "light" so we can see it, I think that this mean after you have exceeded the maximum rendered lightmaps the engine clearly deny rendering more,
Lightmaps affect nearly everything visible on screen except tiles which are different, it's more targeting Aura (Overlays, Entity, Npc, Game Object, Skills (Missiles) etc), No doubt why with Median known to spam skills or mass summoning we have all those sprite issue, I'm still searching in D2Client.dll this must be somewhere, it's not only a question of increasing the Sprite/Cache/Cof allocated memory defined (Actually that is a great thing) but i also need to find where the lightmapping occure and then change the maximum limit, once this will be done (if i find it ...) we could spam hard no sprite will dissapear until you are in a P8 player party and everyone with max caster rate abuse, and even with that, this shouldn't reach the limit so you have an "enforced display sprite" but if your computer sux this would be a bit slower, but i doubt since the cache is made to handle that and once the Missiles are deleted from the in-game rendering the Actor is deleted and then this free some memory.
TL;DR Wall of text but i needed to explain.