Showing 1-20 of 27,209 entries
No, movies run at 24 FPS because higher than that produces weird motion characteristics that make most people queasy. It has nothing to do with cost, movies have been filmed at higher framerates and it just annoys people so that is why it isn't done.
Jul 21 @ 3:19pm
In topic Dolby Atmos
Originally posted by Tharja:
Originally posted by ☂ɴᴇpɢᴇя:
Researching more, I think the Spatial Audio setting in the game IS Dolby Atmos (www.dolby.com/us/en/categories/games.html). Same thing with Overwatch, which actually tells you to turn off any kind of 5.1/7.1 options.
https://i.ytimg.com/vi/gzzMjyJl574/maxresdefault.jpg

So it would make sense that activating Dolby Atmos in FFXV AND Dolby Atmos/Windows Sonic at the same time would process the sound twice and that will screw up the audio.

you see i never have this problem with overwatch I use Bose and beats by dre for dolby atmos for overwatch i can hear the difference and also for this game but it works for everything except [CG cutscenes for this game] the toggle option is not suppose to be on 7.1 if ur playing games for dolby atmos its suppose to be off which is most likely giving u that message the tick for 7.1 is everything else
It's definitely not. Windows has spatial sound audio mixing, but if your endpoint (A/V receiver) doesn't take a signal that defines everything in terms of spatial position, Windows will do the the downmixing to a channel-based system.

Basically it's like the difference between MIDI and MP3 (though maybe this analogy doesn't make sense if you're not familiar with games from the 90s =P). One scenario relies on the device to figure out the volume and the other was already mixed together.


EDIT: Before I confuse anyone, I replied to the wrong person... follow the inner-most quote please :)
I don't see anything relevant here, sorry :(

The crash log points to a thread that the game has full control over. If it were rendering related I might be able to debug it, but this looks like a defect with the game's own code.
Originally posted by Pharticus Maximus:
Originally posted by Whens Versus 13:
Ys 8 is locked at internal resolutions that's why and because then Nisa wouldn't have lied about that too.

So there will never be a fix to that? That is weird a modern "AAA" game and they cannot even support modern PC technology like man indie games already can?
What on Earth are you talking about? This isn't an AAA game
Jul 21 @ 11:14am
In topic Major FPS issues
Originally posted by Ace:
Before switching the GPU slot:
FPS: 13-24
GPU latency: 35-40 ms
CPU latency: 6-9 ms

After switching the GPU slot:
FPS: ~95
GPU latency: ~10 ms
CPU latency: ~4ms
That ain't latency. Latency is the amount of time between something being prepared to run and actually doing it. If you had only a 10 ms latency on your GPU, it would be running at 30 FPS because it would be running out of work to do and waiting for the CPU to catch up. What you have is the opposite.

Latency is closer to 2-3x your frametime in most graphics work. So ~30 ms.
Jul 20 @ 3:29pm
In topic PREVIEW BRANCH UPDATE 6/28/2018
I was wondering what the hell Windows N was. Every time I install Windows and am too lazy to lookup my license key, they offer me a hundred different versions to install with no explanation whatsoever :)

I own a license for Windows 10 Pro, so that's what I always pick. It would take too long to install the wrong version just to figure out what it is.
Yes, I still get framerate issues in all of them. It's because they render in windowed mode and use BitBlit copy. It's inefficient. SK can bypass that and draw directly to the Desktop Window Manager's memory, but it does have to turn sRGB gamma off to accomplish this.

But, stuttering is something I'm used in Unity... being capped down to 20-25 FPS is not. That was caused by software I was using for disk caching, not Windows. Re-installing Windows only made it more evident because I forgot to reinstall the software I use for that and all of a sudden this game no longer had any performance scaling problems :)



------

I owe Obsidian a different review than I left now :)

The general advice here still applies though -- Lighting and Ambient Occlusion have the highest potential to cause performance issues. They're flying well under the radar for me now and the state this game shipped in is completely acceptable. I need to leave the scathing review with ASUS instead, it's their software that was blowing things to hell.
And ... would you look at that.

The same software that lead to filesystem corruption and caused me to reinstall Windows is also the catalyst for the horrific performance problems I was having. The Unity engine uses Asynchronous Procedure Calls as its primary synch. construct from what I observe, and my disk cache software was causing serious problems switching in and out of kernel-mode. It was sort of ping-ponging stalled execution pipelines in usermode and then in kernel-mode. Neither the game nor the driver was working correctly, explaining the lenghty load times and the need to keep workers down to 2 threads at most.

I don't think there's any benefit to me continuing to debug this, I know the source of my problem and it's not the source of most other peoples. I will, however, suggest not using various third-party software solutions that do disk caching with this game.

Now I need to apologize to Obsidian if I lead them to believe there was a software defect on their end :) I found and fixed a problem in random third-party software.
Originally posted by Syad:
Originally posted by Kaldaien:
Point of curiosity now...

When I was forced to re-install Windows earlier, it has largely solved most of the performance problems this game had. The weird thing is, it's not an old install. The last re-install on my test system was 2 weeks ago. The only thing I haven't done yet is acquire the updates to Windows 10 that enable HDR. I need to get those since HDR displays are what I was working on before this whole thing distracted me :P


What version of Windows are the people running into measurable problems running? I think maybe Microsoft changed something under the hood since August 2017 that is SERIOUSLY hurting kernel performance while Unity is hammering the wait queue to death across 16 processors.
You mean you haven't got the Update yet that forces Spectre performance reductions? Windows 1709 doesn't have them( uninstallable)
Yes, I am running 1709 at the moment after a fresh install from an old install disc. I just finished installing Windows about an hour ago :) Now I get to spend the next half a day wondering when I'm going to get the Windows Update that lets me use HDR.
My game also doesn't do this:

07/20/2018 12:56:09.541: [FrameLimit] Sleep called from GUI thread: 100 ms!

I don't think any properly written software is going to do that. It's a good way to lock software up permanently if any synchronous events are pending.

Maybe try turning GeForce Experience stuff off? Those are the only additional software I see. Freaking Ansel (NvCamera) messes around in games now that don't even support it :-\
I don't plan on updating this thing. I wanted to investigate some really bizarre problems and get testing feedback from the community to see if an official fix couldn't be developed. I've gotten what I needed and addressed the issue, which I'm beginning to think might be the series of security patches that have trickled into the kernel over the past year. Original results using a fullt patched kernel were on the order of 200% increase in performance, now they're down to 30-40%.


Anyway,

07/20/2018 12:58:37.685: [SEH-Except] Exception Code: e06d7363 - Flags: (Non-Continuable) - Arg Count: 4 [ Calling Module: C:\WINDOWS\SYSTEM32\MSVCR120.dll ] 07/20/2018 12:58:37.685: [SEH-Except] >> Best-Guess For Source of Exception: CxxThrowException 07/20/2018 12:58:37.685: [SEH-Except] Exception Code: e06d7363 - Flags: (Non-Continuable) - Arg Count: 4 [ Calling Module: C:\WINDOWS\SYSTEM32\MSVCR120.dll ] 07/20/2018 12:58:37.685: [SEH-Except] >> Best-Guess For Source of Exception: CxxThrowException 07/20/2018 12:58:37.685: [SEH-Except] Exception Code: e06d7363 - Flags: (Non-Continuable) - Arg Count: 4 [ Calling Module: C:\WINDOWS\SYSTEM32\MSVCR120.dll ] 07/20/2018 12:58:37.685: [SEH-Except] >> Best-Guess For Source of Exception: _BuildCatchObjectHelper 07/20/2018 12:58:37.686: [SEH-Except] Exception Code: e06d7363 - Flags: (Non-Continuable) - Arg Count: 4 [ Calling Module: C:\WINDOWS\SYSTEM32\MSVCR120.dll ] 07/20/2018 12:58:37.686: [SEH-Except] >> Best-Guess For Source of Exception: CxxThrowException 07/20/2018 12:58:37.686: [SEH-Except] Exception Code: e06d7363 - Flags: (Non-Continuable) - Arg Count: 4 [ Calling Module: C:\WINDOWS\SYSTEM32\MSVCR120.dll ] 07/20/2018 12:58:37.686: [SEH-Except] >> Best-Guess For Source of Exception: _BuildCatchObjectHelper

That's quite alarming, my game doesn't cause those exceptions at start. But it looks like your game was already doing that. It happens immediatelty after the GOG DLLs are loaded, so that could be the culprit for that. Very hard for me to test this without buying the game twice :P
Point of curiosity now...

When I was forced to re-install Windows earlier, it has largely solved most of the performance problems this game had. The weird thing is, it's not an old install. The last re-install on my test system was 2 weeks ago. The only thing I haven't done yet is acquire the updates to Windows 10 that enable HDR. I need to get those since HDR displays are what I was working on before this whole thing distracted me :P


What version of Windows are the people running into measurable problems running? I think maybe Microsoft changed something under the hood since August 2017 that is SERIOUSLY hurting kernel performance while Unity is hammering the wait queue to death across 16 processors.
Originally posted by iamtoxic500:
Originally posted by Kaldaien:
Hah, yeah. I'm not actually _that_ old. I was in my teens in the 90s, but I got in the door with a really cool (now defunct) game development company before I even fisnihed high school.

So I've got experience that someone my age typically wouldn't. I can remember computing lightmaps using a dedicated computer overnight. LOL, it was really that freaking slow back then. A good quality lightmap could take days to finish going to through radiosity bounce passes.

Englithen these days has it really easy. I think a mobile phone could probably compute the lightmaps for our games in half the time the days. The little PowerVR GPU a lot of 'em have would be several times faster than our render farm was.

That would be my dream job :steamhappy:.

Were the lightmaps you were baking really using Global Illumination? Or was it a linear light source like real time lighting in modern games? I can't imagine why a small game development studio would dare touch GI when high end gaming pcs at the time couldn't even match ps2 graphics.
Around this time, we were just getting into real Global Illumination. It was right around the same time as Quake 3, and this was basically static lighting's prime.

Studios would dedicate tons of resources to offline lighting their stuff because that's really the only source of lighting the customer was going to see other than primitive screen flashes and some vertex lighting.

We actually did some neat hybrid stuff though around the time of Half-Life 2. Valve's engine had a similar feature to us where we had pre-computed static lighting, but normal maps were encoded into it. So a little beyond Quake 3 in terms of sophistication, but nowhere near as sophisticated as FarCry.

After FarCry and Doom 3, everyone was moving to dynamic lighting and I haven't written any code to do offline lighting ever since, if you need static lighting you generally just license a set of tools to do it for you now :)
Originally posted by Kilay:
Could you make a version without the steam part (for GoG) ?
With the last update i have been able to run it just one time, then it's vansihed, tried to reboot many times, but nothing.
Tried also to put silence on true like i did on the pervious version, but neither that didn't work.
Thnks in advance.
I'm guessing at this point if that option doesn't work, then no? :(

I can't imagine why it would cause problems with GoG when the Steam features are all turned off. But I need a non-Steam version to figure this out :P

If you can provide copies of the logs generated on pastebin.com, I'll take a look.
Hah, yeah. I'm not actually _that_ old. I was in my teens in the 90s, but I got in the door with a really cool (now defunct) game development company before I even fisnihed high school.

So I've got experience that someone my age typically wouldn't. I can remember computing lightmaps using a dedicated computer overnight. LOL, it was really that freaking slow back then. A good quality lightmap could take days to finish going to through radiosity bounce passes.

Englithen these days has it really easy. I think a mobile phone could probably compute the lightmaps for our games in half the time the days. The little PowerVR GPU a lot of 'em have would be several times faster than our render farm was.
Yeah, I'm seeing the same thing unfortunately. Performance when you start the game is a different beast than 10 minutes later. I'd chalk that up to C# and its memory management scheme that periodically collects garbage and compacts stuff and does neither one of these with predictable performance overhead since I can't find anything else to blame it on right now :P

I'm sure I'm way off base with that. I tried C# 15+ years ago and it wasn't a language that suited me, and now I'm clinging to info that's pobably way out of date and I probably sound completely stupid to anyone who's actually used C# in-between then and now, lol.
Final Update
I have uploaded my final solution to the CPU issues in this game:


https://github.com/Kaldaien/SpecialK/releases/download/sk_special_projects/SK_POE2_Final.7z

Unfortunately this coincides with a bunch of power management feature additions that are only supported in Windows 8.1/10. There's a small chance this version won't work for Windows 7 heathens :)

On systems that are still compatible with this version of Special K

  1. Adds Fixes for Context Switch Floods Preventing Priority Scheudling from Working Correctly
  2. Adds Alternate Wait-Mode for Better SMT Thread Switching Performance

Reducing the Worker Thread count is no longer necessary to fix the engine's concurrency problems, but since I don't see those threads doing anything particularly useful and you can still get a preformance boon from shedding a few of them, the option remains.


Source code will be pushed to GitLab over the weekend, I'll happily answer any questions though am going to refrain from engaging anyone on other forums; please direct questions here and I'll help any way I can.
Jul 17 @ 3:35am
In topic The physical copy problem
I'm still waiting for disc 2 of Fallout 4 to show up :P

This whole physical disc thing is frankly silly these days. Bethesda only shipped half the game and you had to download the rest. What purpose was that supposed to serve? Hell if I know, but I have a coaster with a really old and incomplete version of the game if anyone wants one :)
Jul 16 @ 5:08pm
In topic This or Nier?
Originally posted by Tau:
Nier, Nier all the way. I hear the PC version is buggy though. I have the PS4 version and man oh manatee is it amazing. Nier Automata is my #1 game of all time.
... yeah. I don't think that either FFXV nor NieR: Automata work correctly on PC :) The difference here would be Square Enix took measures to try and prevent me from reverse engineering FFXV. It's not very effective mind you, but they left the anti-debug code in and it does have a measurable impact on performance.

It's insulting that they won't even comment on this problem.
Jul 16 @ 12:35pm
In topic Questions and Concerns
Originally posted by henryfakesmile:
Originally posted by Nos:
hello! Im very want to play this game! But I have a macOs (( How I can lauch the game? I had try to launch via Parrallel Dekstop but I have a crash game((( can you help me?

its ok, if ♥♥♥♥♥♥ developers like this are going to ignore Mac os users and disrespect us like thism we will just simply skip on their games and move on, would you try to hold on to the ♥♥♥♥♥ whos trying to ditch and push you away ? nope

boycotting these developers is the best way to react since they are being such an ♥♥♥♥♥♥♥ .. who gives a ♥♥♥♥ ?
for example , the witcher 3 we dont have it at the moment , but the fact is i dont even have time to play witcher 1+ 2 yet !

♥♥♥♥ this developer we dont need their games, dont beg them
Uh, complain to Apple.

I abandoned the whole Apple ship after being loyal for 15 years when they decided to end support for OpenGL and force everyone to use a proprietary Metal API.
Showing 1-20 of 27,209 entries