Viscera Cleanup Detail

Viscera Cleanup Detail

Statistiche:
Lagging on good PC
Hello, so i have a good PC with ryzen 5 2600 and radeon rx 580. But when i launch workshop maps FPS drops to 20.... How i can fix that?

P.S. System = Windows 11 Pro 21H2

P.S. 2. When i launch Tiny Rooms III my FPS 60, but when i look to the incerator place my FPS drops to 27-31

P.S. 3. My GPU working for 40% only.
Ultima modifica da Dimach; 4 gen 2023, ore 0:21
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Visualizzazione di 16-30 commenti su 30
Messaggio originale di A JANITOR:
Yep n anything that records vcd make it slower

The game is capped at 62 fps by default LoL
That as fast as it run until you uncap the fps limit if ya want to make it run faster
Could be HDMI cord too slow
Windows 11 bugs
Dodgy drivers
Low HDD space

No idea it also shouldn't say d3d9 unknown in the log files either

Thank you for bigs comments i will wait for devs and fun fact when i setting max fps 144 in engine.ini my fps in main menu 300 but when i launch this map my fps drops to 30(
Messaggio originale di A JANITOR:
lol can ya dig em up with the shovel that be funny

looks like patch didn't work lol
did ya delete that untextured cube outside the map?
if so its still there

ok i rebuilt the geometry cube is gone now

if i have dx12 i need to launch with dx11?
Messaggio originale di A JANITOR:
i put a link to updated version here soon i pretty much doubled the average fps
definately not the incinerator particles
it more rendering issues
-dx11 in steam launch options box helps

also what crashinng ya other map 4kant
probly something simple
ie
too much mess in map

when i launching with dx11 it lags much more
Messaggio originale di A JANITOR:
try this version
https://www.dropbox.com/s/blgmzckt3i72p5r/TinyRoomsIII.udk?dl=0
go here
?:\SteamLibrary\steamapps\common\Viscera\UDKGame\Content\Mods\4KANT
replace tinyroomsiii.udk with dropbox file n see if that runs better while ya wait for 4kant to make a better version as it looks like 4kants latest map update failed to upload with new file esp since 4kant said the things i said were missing are not missing on 4kant's pc xd=never sub to ya own maps or ya be editing the old version over n over again vs workshop installer

it also another reason why i don't put all my maps in one folder vs the mods folder=
ya get lost in a sea of map files when keeping track of what is updated n what isn't updated

definately runs faster in the game and it looks better
https://steamcommunity.com/sharedfiles/filedetails/?id=2812461207
stopped my mop from flickering too

even before i messed with it the map didn't lag at all
also stopped editor asking me to save env dig and env hoh something too when i quit the editor
never save a vanilla upk file lol

also with this map once you clean up some of the junk the fps leaps to 80-100 fps from 60 fps
it bit slow at the start just wait for all the junk to settle
also i get 100 fps inside the incinerator so it not the incinerator particles
it too much junk to clean lol maybe sacrifice some of ya junk=mainly the cardboard boxes n those huge shelves are annoying
disable is collectible flag on the shelves and the desks vs garbage hole n doorways in ya office=not fun to get a shelf jammed in ya office vs janitor trunk xd
all i did was fiddle with the light settings the mesh settings deleted an unwanted 2nd exponential height fog actor fixed the 2 decal errors made skydome that was way too big smaller deleted that cube n rebuilt the map with build all=if ya dont build da geometry those stacking volumes ya placed if ya made em bigger it only save the old size n not work
also fixed the broken cull distance volume disco ya only need 1 cull distance volume
added missing lightmass importance volume
maybe make da triggers on the door buttons bigger=they bit too small vs ya hands repeadedly trying to open doors
i didn't even look at stacking volume settings lol i not counting that many bloody crates n barrels so hope ya got the valid archetype lists right along with the total count of barrels n boxes in map

other than that it doesn't lag n it didn't lag before i fixed what i fixed
the mymapinfo settings look ok too
maybe double check the speedrun time

when 4kant updates the map it will delete the dropbox version=play hotfix dropbox version until 4kant uploads a patch

ue3 hates dx12 too Dimach YT
dx 11 9 or 10 best ones to use

Runs very good! But... other big maps lagging too
Ultima modifica da Dimach; 25 mag 2022, ore 5:27
Messaggio originale di A JANITOR:
updated the dropbox link again just now you should get even better fps now as i squeezed its balls even harder n got another 20 fps out of it so basically i almost trippled the framerate compared to the original one

not much i can do about other maps
mess with pc gpu settings and the game options to find the best performance margin

i am always updating my maps you probly find that no mercy runs way better than it did a few days ago too
same with train to omnimart
i been running alot of performance updates in my maps recently

Thank you for helping for this map!
Messaggio originale di A JANITOR:
If you delete all the lightning scars it will double the fps it hang around 60 n after its clean it runs at 100 fps
Also keep in mind that I'm running vcd in 4k @ 3840 X 2160 so it more demanding than 1920 X 1080

When i launching with dx11 in main menu i have 62 fps and 18 in original map when i launching with dx12 i have 60 fps in main menu and 30 in game
Messaggio originale di A JANITOR:
Dx12 has opposite effect on my pc
Dx12 is also very unstable in unreal engine 3 games as ue3 wasn't designed to use dx12

Use dx9 10 or 11

Have you discord? if yes you can help me with low fps
Messaggio originale di A JANITOR:
1 last time
HOTFIX for tiny rooms 3 current version not old one:)

https://www.dropbox.com/s/s09vynns7kcwknu/TinyRoomsIII.udk?dl=0
Changes=
deleted all lightning scars
(oh but but it took ages to add those. not buts they made the map run like crap)
tweaked the performance of lights and static meshes=now it takes less than 1 minute to build production lighting instead of 2 hours and it looks better than it used to:)
set override on all static meshes lightmap resolution from 64 to 32 (major perfomance boost)
set plants trees n ground outside to have no collision
fixed broken cull distance volume disco=map only needs 1 cull volume not 20 and it has one setting slot not 2
fixed broken geometry=that cube was still there n if ya don't rebuild the geometry any volume you resized wont work properly=stacking volumes as an example so those should be fixed now

map runs at 60 fps everywhere as soon as the map loads
happy cleaning:vcdblood:

Dimach YT
i'm not a maid n i don't get paid for fixing everyone's levels
4KANT is doing a nice job with recent map updates too so keep at it then nobody will complain about low fps unless they have a 2070 super or a 3080 xd n if that happens tell said user fix for nvidia lag is in nvidia control panel same as in AMD's radeon settings=toggle a few things on n off until ya games run twice as fast as they used to=simple as every game on the radeon settings perfomance tab=those big icons of every game you played has the latest average framerate listed under it n when ya get the settings right that red x or orange marginal icon will put a big green tick on the game when it runs properly n will say optimised next to it=too easy:)
that also goes with a new hdmi cord and ones monitor refresh rate and available pc memory even if one has to increase windows crappy tiny page file to something decent yet 1mb below what windows says is safe to set it to n switch the perfomance in said environment rules from system to programs
power settings too
set it to gaming instead of low power mode lol n get rid of all the crap on ya taskbar windows doesn't need running in the backround=now it takes 3 seconds to boot instead of 10 minutes when ya turn the dam thing on.
win 11 crap os it eats twice as much memory than windows bugged out 10=
fix pc issues n try again VCD doesn't lag on a rx580 in every level even if the fps is garbage ya wont get player input lag
while ya at uninstall msi afterburner that crap causes lag lol and so does itunes=disable that rubbish itools is free so are all ya apps n music ya bought as itunes want ya to buy it twice if ya bought a new phone n besides all those music cd's will let ya copy all of em to said device=goodbye to apples walled garden but since ya have windows 11 welcome to microsoft's walled garden=JAILBREAK IT then maybe it will let ya use a decent browser like firefox instead of a virus magnet called microsoft edge or internet explorer rubbish=bonvoyage to all the microsoft spyware:)
1st thing to get rid of is windows defender and one drive=then everything works instead of crashing like broken xmas tree lights=avast override that useless windows defender garbage too=all ya programs will work better n once ya fix vcd everything runs way better than it used to=DR VCD strikes again..
windows defender will never detect a virus and not once has that useless trash ever detected a virus n my pc has had plenty of viruses=
rogue killer avast and malwarebytes are free n the free versions work better than the paid ones=they actually find and remove viruses
windows defender is a virus magnet that got married with a virus as microsoft forced us all to not turn that useless crap off n said crap conflicts with windows uac too=it still broken lol but hey avast stops it from conflicting with windows uac n ALL ya programs stop randomly crashing=its been weeks since the vcd editor crashed n that used to crash hundreds of times if that defender crap was still on)

i stripped windows 10 to it's core=goodbye lag goodbye crashes goodbye ads hello games now it works better than windows 7 ever did
pc really slow=install this
https://www.glarysoft.com/glary-utilities-pro/download/
the one click maintenance button is bloody amazing=pc lightning fast same as the day ya bought said pc on unboxing day
sayanara to 68746845 trackers too=until ya login to facebook again n there be another 53563 trackers next time ya press that clean button:)
ya gotta clean a pc too physically and mentally instead of just cleaning in video games xd

happy trails

Ok thank you :( i will wait
Messaggio originale di A JANITOR:
Nothing I can do to help here anymore
Already posted how to fix low fps
I have the same system specs
No lag

I have new issue when i launching vcd with -dx11 FPS on orig. tiny rooms III is 18 but when i launching with -dx9, -dx10 my FPS 27-30 strange... maybe directx problem?
BlackEagle  [sviluppatore] 31 mag 2022, ore 23:45 
Sorry for the long wait. Been busy as heck lately...

Hmm, this is disturbing and looks rather hopeless. I see that A Janitor, 4KANT and others have already exhausted all the possible suspects.

Seeing as how making changes to the map gave the best results, and you've not been experiencing this in official levels, I presume? Only in very large maps?
Given that, I would guess that it likely has to do with a very large number of actors.

Now, not every system or hardware behaves the same with the same level. Unreal Engine 3 definitely has optimization issues with too many actors(objects).
The biggest sources of low FPS are often:
  • Too many physics objects, especially while in motion together and unable to come to rest.
  • Too many decals on screen at once.
  • Too many transparent particles(like in Hydroponic Hell), forcing heavy use of the slow Z buffer processing for particles.
  • Too many dynamic lights on the screen at once, this one can really make a big impact.

If any of these are taking place where you are in a given level, it's possible you'll see this major reduction in performance. Given VCD's heavy reliance on many objects, and the fact that it's easy for player to dramatically shift the balance by adding or removing mess, or piling objects together, good optimization of unpredictable player-made situations is extremely challenging.

That's why we usually try to limit the number of actors in official levels to a certain amount, so there is at least some breathing room for players before things go horribly wrong and the engine starts breaking down.

But Workshop levels can obviously do things differently and try new and exciting things that official levels don't. That's what makes them so interesting. So you're bound to run into some situations where not every system behaves the same.
It certainly seems like your system should have no problem with it, but clearly it does, and that likely comes down to the engine and particular situations that aren't so favorable for it.
Ultima modifica da BlackEagle; 31 mag 2022, ore 23:48
Messaggio originale di BlackEagle:
Sorry for the long wait. Been busy as heck lately...

Hmm, this is disturbing and looks rather hopeless. I see that A Janitor, 4KANT and others have already exhausted all the possible suspects.

Seeing as how making changes to the map gave the best results, and you've not been experiencing this in official levels, I presume? Only in very large maps?
Given that, I would guess that it likely has to do with a very large number of actors.

Now, not every system or hardware behaves the same with the same level. Unreal Engine 3 definitely has optimization issues with too many actors(objects).
The biggest sources of low FPS are often:
  • Too many physics objects, especially while in motion together and unable to come to rest.
  • Too many decals on screen at once.
  • Too many transparent particles(like in Hydroponic Hell), forcing heavy use of the slow Z buffer processing for particles.
  • Too many dynamic lights on the screen at once, this one can really make a big impact.

If any of these are taking place where you are in a given level, it's possible you'll see this major reduction in performance. Given VCD's heavy reliance on many objects, and the fact that it's easy for player to dramatically shift the balance by adding or removing mess, or piling objects together, good optimization of unpredictable player-made situations is extremely challenging.

That's why we usually try to limit the number of actors in official levels to a certain amount, so there is at least some breathing room for players before things go horribly wrong and the engine starts breaking down.

But Workshop levels can obviously do things differently and try new and exciting things that official levels don't. That's what makes them so interesting. So you're bound to run into some situations where not every system behaves the same.
It certainly seems like your system should have no problem with it, but clearly it does, and that likely comes down to the engine and particular situations that aren't so favorable for it.

Lags only on big workshop maps. Original maps runs fine 62+ fps
Messaggio originale di BlackEagle:
Sorry for the long wait. Been busy as heck lately...

Hmm, this is disturbing and looks rather hopeless. I see that A Janitor, 4KANT and others have already exhausted all the possible suspects.

Seeing as how making changes to the map gave the best results, and you've not been experiencing this in official levels, I presume? Only in very large maps?
Given that, I would guess that it likely has to do with a very large number of actors.

Now, not every system or hardware behaves the same with the same level. Unreal Engine 3 definitely has optimization issues with too many actors(objects).
The biggest sources of low FPS are often:
  • Too many physics objects, especially while in motion together and unable to come to rest.
  • Too many decals on screen at once.
  • Too many transparent particles(like in Hydroponic Hell), forcing heavy use of the slow Z buffer processing for particles.
  • Too many dynamic lights on the screen at once, this one can really make a big impact.

If any of these are taking place where you are in a given level, it's possible you'll see this major reduction in performance. Given VCD's heavy reliance on many objects, and the fact that it's easy for player to dramatically shift the balance by adding or removing mess, or piling objects together, good optimization of unpredictable player-made situations is extremely challenging.

That's why we usually try to limit the number of actors in official levels to a certain amount, so there is at least some breathing room for players before things go horribly wrong and the engine starts breaking down.

But Workshop levels can obviously do things differently and try new and exciting things that official levels don't. That's what makes them so interesting. So you're bound to run into some situations where not every system behaves the same.
It certainly seems like your system should have no problem with it, but clearly it does, and that likely comes down to the engine and particular situations that aren't so favorable for it.

Can it be fixed?
BlackEagle  [sviluppatore] 2 giu 2022, ore 0:04 
Messaggio originale di Dimach YT:
Can it be fixed?

As A Janitor says, yeah it's most likely something with the level itself and that'd need to change slightly to fix the issue. I'm not sure which part is causing the slow-down, but it's most likely a combination. Testing would have to be done there.
Your best bet is to simply just avoid those levels or try and play them as best as you can with the slow down. Not everyone who plays those levels will experience it, so its up to the creator to balance the vision for their level with the capabilities and compatibilities of the engine and players' systems.

That being said, some overall optimizations to the engine and some gameplay elements could certainly improve things. We'd have to look into more ways to do so, though I don't hold my breath for the engine changes, sadly...
Ultima modifica da BlackEagle; 2 giu 2022, ore 0:04
Messaggio originale di BlackEagle:
Messaggio originale di Dimach YT:
Can it be fixed?

As A Janitor says, yeah it's most likely something with the level itself and that'd need to change slightly to fix the issue. I'm not sure which part is causing the slow-down, but it's most likely a combination. Testing would have to be done there.
Your best bet is to simply just avoid those levels or try and play them as best as you can with the slow down. Not everyone who plays those levels will experience it, so its up to the creator to balance the vision for their level with the capabilities and compatibilities of the engine and players' systems.

That being said, some overall optimizations to the engine and some gameplay elements could certainly improve things. We'd have to look into more ways to do so, though I don't hold my breath for the engine changes, sadly...

Thank you! Sadly.. why my pc cant run work. maps fine(. And thank you Janitor for helping.
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Data di pubblicazione: 24 mag 2022, ore 1:46
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