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I've tried soooo many options in SteamTinkererLaunch too, nothing seems to help. I've even hand-modified some of the ini files (under the c/user/steamuser/AppData/Local/VisionsofMana/Saved/Config/WindowsNoEditor in the Steam compatdata's pfx directory) to attempt to disable things like TAA, and no joy. It's so weird because it only happens, for me, when interacting when a store-npc. The graphical effects, at least visually, appear to be the same exact graphical effects as when going into the party screen (the gameworld's frames are painted to a surface and that surface is heavily blurred and darkened behind a blue tinted backdrop). My instinct tells me it's some form of anti-aliasing or texture sampling that is running a crazy amount of times per frame either for each shader or just in general, but like I said, it only seems to happen, for me, when interacting with a store-npc so I have no idea :/
As you mentioned, it way more noticeable at vendors, but I've experienced it within certain sub menu screens as well.
EDIT: It doesn't seem limited to just controller input. KB navigation in menus has the same problem.
Pretty sure it's not lag, but the menus and some other UI parts are rendered at a different framerate (yeah, that's possible, it's weird).
Might be the same weird bug that causes some cutscenes to run at 30 fps, but not *consistent* 30 fps but with frametime all over the place.
It feels like some sort of anti-aliasing gone extreme. I say this because AA requires having a game render the same frame multiple times per frame (hence why it has a direct impact on FPS). It's not like the frame rates eventually tank, it's literally the instant I press the button to begin interacting with the vendor. It tanks hard, and thanks hard FAST. From a behavioral standpoint, the only kind of stuff I can think of that could cause a performance issue to behave like that so easily would be if I cranked AA or Anisotropic filtering way up.
Imagine like a main-game render loop that ordinary handles drawing all the stuff that eventually gets pushed to the screen, re-run the same drawing stuff multiple subsequent times before the end result for that single frame is pushed to the screen. Like an O^2 operation. But I'm not sure this is quite right either, because it would mean anti-aliasing (or similar performance affecting post-processing effects) would be getting turned on and then back off again for just the vendor screen, and that doesn't seem likely. I thought it might have been some weird shader issue but the character screen looks like it's using the exact same types of shaders the vendor screens do and the party screens work just fine.
It would be nice if those of us with this menu lag ♥♥♥♥♥♥♥♥ could get a fix; for me, I haven't been able to play the game in a close to two weeks (popped in every now and then to see if there was a silent update maybe that fixed it but nope.)
FullscreenMode=2
LastConfirmedFullscreenMode=2
PreferredFullscreenMode=2
Then I made the following changes to the resolution:
Loaded the game, ok back to being in windowed mode again. So I kept fiddiling around trying various camera angles, hitting F11 to switch between fullscreen and windowed mode again. So I was like ok, lemme try going into the display settings and see what it displayed as my resolution since I manually edited the value to something that the game wouldn't let me set in the display settings in game. As soon as I went into the character screen (as part of getting to the display settings), the game did a weird little graphical "shuffling" thing. I exited out and tried going to a vendor and BAM all of a sudden, the vendor menus worked as fluid as everything else. I don't know what the hell kind of ♥♥♥♥♥♥♥♥ is going on, but there's definitely something NOT right about the fullscreen and borderless-fullscreen code, or the painting to the window canvas itself code because I have over 33 hours playing the game (granted on Linux using Proton, but 33 hours of no problems at all speaks to the compatibility of it) and once I got to Chapter 2 Illystana, Capital of the Deep, the vendor menu lag became absolutely unplayable. If I had to guess, I'd say somewhere in the ballpark of 0.25 fps. But whatever this weird little graphical-"shuffling" effect was, it cleared it up (at least for this play session... I guess this means, I gotta leave the game running now until I finish it or hope I hit the same "rotor-rooter" sewage pipe clean-out it did this time around. It's SERIOUSLY not ideal since playing in the window is somewhat distracting with my desktop visible around the edges of the window, but at least I might... I stress MIGHT be able to finish it (maybe I'll throw a black background up for desktop and move the icons out of view). Anyhow, here's my GameSettings.ini file for anyone that's curious:
It did take me a few entries into the vendor menu (entering into the menu and exiting back out) and then one more time looking at the sky with no clouds in visibility before entering the menu, before it started acting fluid. I don't know what the exact steps are to getting it to clear itself, but it was some form of those steps.