Product Chat / News from the repo: Memory...

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Preben
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Posted: 24th May 2018 14:32
This time its all about memory use and fixes, here is some of the highlights:

* Added: standalonefreememorybetweenlevels , allow you to free all memory used, between loading levels in standalone.
* Fixed: All lightmaps was converted to DXGI_FORMAT_B8G8R8A8_UNORM in mem, fixed to preserve compression.
* Fixed: Compression on all images without mipmaps, was not preserved when generating mipmaps.
* Fixed: Textures loaded by DBO format is not reused by fpe textures and generate doubble load/mem use.
* Fixed: Old DBP/DBO images use minus IDs, that was not avilable to GG, now shares the same IDs so everything can be reused.
* Added: Ability to make memory dumps between levels , or after a test game. (takes compression/mipmaps/texture arrays in to account.)
* Fixed: Removed mipmaps on all images that dont need them, anything that dont move in 3D.
* Fixed: Removed unused images.
* ...

Loading and playing TBE was using Total mem=3452002 kb. after the fixes it now only use: Total mem=2372363 kb.
So memory saved: 1079639 kb. (31,27% saved.) This gives you room for more and faster loading times.
Also it will stop stuttering due to mem use, and the GPU not being able to cache everything.

Lightmaps used 10 times more memory then needed, so if you had memory problems with your lightmapped levels this will fix it.

DX9 had the same problems with Old DBP/DBO images, so we now have better then DX9 mem use.

Morning Mountain Stroll: Load until play 1:08 before
Morning Mountain Stroll: Load until play 0:48 after (29,41% faster loading)
Morning Mountain Stroll: Editor map loading 0:28 before
Morning Mountain Stroll: Editor map loading 0:17 after (39,28% faster loading)
The Big Escape: Load until play 0:44 before
The Big Escape: Load until play 0:32 after (27,27% faster loading)
The Big Escape: Editor map loading 0:25 before
The Big Escape: Editor map loading 0:20 after (20,00% faster loading)

Different levels give different results but this is what i seen:
Avarege: 33% faster loading and 33% memory saved, so if your level used 3 gb and took 1 minute to load , it now only use 2 gb and take 40 seconds to load. Standalone gives a little better results as some decoding of media is also saved.

The branch is available now if you like to give it a try ( just remember all shaders must be recompiled ):
https://github.com/TheGameCreators/GameGuruRepo/pull/238

I intended to also add automatic texture baking to save even more memory, but these changes gives so GREAT results that i decided to release it now

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best regards Preben Eriksen,
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Posted: 24th May 2018 14:45
Awesome Preben. Thank you!!!
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Posted: 24th May 2018 14:48
That's amazing work .. Thanks Preben
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Posted: 24th May 2018 14:49
brilliant Preben, thanks very much, will clone the branch and test out
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Posted: 24th May 2018 14:58
24 may 2018 mmmmmmmmmmh its not GG to be a dx11software now ????
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Posted: 24th May 2018 15:10
Thank you Preben this is Awesome
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Posted: 24th May 2018 15:39 Edited at: 24th May 2018 16:00
This would be the biggest news to date.
I am not sure how,though many have waited for this one thread to appear since reloaded. So thank you

I recently talked to Lee about this and was not sure of the future due to a concerning issue.
Compared videos and review comments reflected results clocking into the vram in test if long session. 6months ago, someone confirmed about 50% or less using 32bit windows, minimal gpu and shared ram system overload and results vary. This will assist developers user player base being able to play with less trouble.

Once again. Amazing.
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Posted: 24th May 2018 15:46
this sounds really good for the next update
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Posted: 24th May 2018 15:55
You do this for free? Man, get a live

Thanks a lot
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Posted: 24th May 2018 16:15
Great list Preben,many thanks guys

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Posted: 24th May 2018 16:30 Edited at: 24th May 2018 16:37
Quote: "This would be the biggest news to date."

That and Lee may have sorted the AI shooting through walls
Oh and with the swimming additions etc …. Today is a good day
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Posted: 24th May 2018 16:36
Awesome work Preben, i hope it sticks, looing forward to seeing it in action

Quick off topic question because i can't find where you posted it. A little while ago you mentioned a shader tweak we could make to make the GG shaders more like UE etc. specifically toning down the dark effect on the backside of entities in sunlight, i can't find where you mentioned that, where and what do we change for that?

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Posted: 24th May 2018 17:34
Nice Work Preben, things are on the up for GG.
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Posted: 24th May 2018 18:08
awesome preben, thank you very much in the name of all for your work and dedication!
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Posted: 24th May 2018 18:45
Preben thank you for your hard work.
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Posted: 24th May 2018 19:08
Good news thanks Preben
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Posted: 24th May 2018 19:34
ABSOLUTELY AMAZING !! - caps used for real reason

Memory usage has dropped by 40% ... 40% !!!!!!!!

Load times dropped by 30%

This on a pretty large level that has already been optimised.

I'm lost for words Preben - Christmas has come early - I'm almost crying .

Haven't tested the standalone memory reset yet. I don't use light-mapping at all, but might give it a try/test given the improvements there too.

Thank you so much.

Cheers.


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Posted: 24th May 2018 19:50
Cool, loads more memory available for other stuff now. Must crack on with the particles system.
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Posted: 24th May 2018 21:35
Awesome work, thanks Preben.
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Posted: 24th May 2018 21:43 Edited at: 24th May 2018 21:54
Ok so I merged the branch and tested it out.

Correction, all working now. If you get the same result as I did (see image) then check that you have the latest shaders and recompile them.

(btw, I deleted all the .blob files prior to running GG, I assume that will force a recompile of the shaders)
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Posted: 24th May 2018 23:20
Awesome work Preben!

Quote: "Quick off topic question because i can't find where you posted it. "


@Belidos - That will be in this thread

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Posted: 24th May 2018 23:41
Preben you are a legend
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Posted: 25th May 2018 01:23
This is simply awesome.

This is so valuable, all the work you've put into GG is enormously valuable and highly appreciated.

Thanks Preben!
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Posted: 25th May 2018 02:04
Thank you for your continued work.
GG is really coming alone nicely.
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Preben
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Posted: 25th May 2018 09:28
Thanks all what a nice community we have here

I see that Lee has already merged and sent this out as a beta, so if you have beta access you can try it out now.

AmenMoses: yes all shaders need to be recompiled for this to work.

cybernescence:
Quote: "Memory usage has dropped by 40% ... 40% !!!!!!!!
Load times dropped by 30%
This on a pretty large level that has already been optimised.
"


The more different objects you got in your level the more memory is saved, so yes larger levels will see a larger memory saving.

Belidos: It sticks , BTW: also fixed the ambient from that thread.

standalonefreememorybetweenlevels=1 , is a setup.ini option you can add to your standalone. You might not need it if you use nearly the same object on all your levels, or the "unique" mem use for all your level objects is less then 4gb ( With the above mem fixed it might not be needed ), so try to run your standalone games using "standalonefreememorybetweenlevels=0" , this is a bit faster , and if you get problems loading your level 18 , you can always activate "standalonefreememorybetweenlevels=1" to make sure you always have a fresh mem to start your levels

Some of the good side effects of these changes/fixes:

* Editor is more responsive , adding objects , loading maps , no stuttering ... its a joy to work in.

* Old light mapped levels seams to work out of the box now , like Galaxy Seed, The Asylum.

* I have not seen any weird patterns on terrain/objects from light maps, ( Sometimes seen when changing from one lightmapped level to another in editor or standalone, or after a new lightmap run F3 ). Looks like everything is now cleaned up.
...

I cant wait to see/hear what you gained from these changes in your games

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Posted: 25th May 2018 10:29
Thanks Preben, awesome work as always.

Quote: "activate "standalonefreememorybetweenlevels=1" to make sure you always have a fresh mem to start your levels"


Just to be sure, has this been tested with regards to variables that carry over between maps, ie ammo count, lives, health etc? I'm just worried that by clearing the memory between levels it might lose that information and reset them.

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Preben
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Posted: 25th May 2018 11:38
Quote: "I'm just worried that by clearing the memory between levels it might lose that information and reset them."

It only wipe what is not reused between levels, so you should be good to go
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Posted: 25th May 2018 11:53
Hi Preben

Quote: "yes all shaders need to be recompiled for this to work."


can this be done with setting forceloadtestgameshaders=1 on first run of GG then close it down and change forceloadtestgameshaders=0 back to zero, will this be enough or do we have to delete all .blob files?

sorry for being dumb
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Posted: 25th May 2018 12:29
GraPhiX: If you take the beta i think Lee has already compiled the shaders so should work with no changes, if you took the branch you can use forceloadtestgameshaders=1 and load your level so everything is compiled , then exit and set it back to =0 , and then give it a try
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Posted: 25th May 2018 14:30
Oh look!! We can make games now

I'll join the X11 gang now too then. Finally I can plan games that are longer than 2 to 3 levels.

Thank you Preben.



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Posted: 25th May 2018 14:42
same here, finally I will be able to start a GG project as well as continue with AGK projects. Although I'm an artist as well as a programmer, when it comes to computer modelling/texturing I have only done a little when I used to use Caligari Gamespace/Truespace. I will have to learn new skills such as PBR and the like.
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smallg
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Posted: 25th May 2018 18:37 Edited at: 25th May 2018 18:39
awesome work preben, something that has been really bugging GG since forever
on a related note i noticed there's no command to delete an image yet, only load them - something that would also be a good idea to add in a future update.
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Posted: 25th May 2018 18:50
After this update i notice the player speed/animation (in TPV at least) starts normally on the speeds i put in the start marker.. but after a while in the (test) level this changes.. as if the defaults are loaded.. my speed diminishes, jump only half as far.. running looks very funny.. forward speed is 'slow', but the character still animates fast..
And i don't know what triggers it.. it happens on different times.. although almost always after an encounter/fight with an enemy.

Btw.. and not to forget, thank you very much for your hard work, Preben

Grts
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Preben
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Posted: 26th May 2018 09:35
Thanks all

Anubis: Dont think this has anything to do with the mem stuff , must be some script , you should post it on GitHub so it can be fixed in the next bug hunt

smallg: from lua , i can see that the function are already there just not setup in the global.lua, DeleteSpriteImage,DeleteImage
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smallg
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Posted: 26th May 2018 09:46
Ah OK then, thanks
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Anubis
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Posted: 26th May 2018 10:38
@Preben

I found out loosing speed is only in TPV mode and it comes up when i use my RMB. 1 time only (rmb) and there is a change in speed/animation. If i don't use my rmb, there is no change in speed. But it's very difficult Not to click this button, since it's the zoomscope in First person..

And no, i did not think it has anything to do with your memstuff optimization, but it did occur for the first time right after steam downloaded the 5.25 version. So there might be some correlation i don't know of.

I will post a message on Github, thnks
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Posted: 26th May 2018 13:47
@Anubis, not getting any issue pressing the right mouse in TPV, speed and animation speed stays constant... have you tried verifying your files?
as you mention getting the zoom scope i assume you assigned the sniper character? (or a character with a sniper) as i don't get that with any other character... the only issue i get is the camera will zoom in after trying to use the scope

anyway try this script and it should fix the right click.
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Anubis
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Posted: 26th May 2018 14:36
@smallg

I use a TF341 character with the TF341\M4A1. With a custom gunspec (altered from the original).
And yes, changing the gameplayercontrol.lua fixed my issue.
Thnks What did you change?

Is it something i did? as far as i know, i did not change the gameplayercontrol.lua myself.
Will this fix be in (official) new updates? Or will my 'bug' come back after Lee releases a new version?
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Posted: 26th May 2018 16:44
it is just a quick edit i did to check you're not in TPV when pressing the right mouse button but no it won't be in the new versions unless someone decides to add it.
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Anubis
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Posted: 26th May 2018 18:19
I sent your attached script to Lee (on Github), hopefully he takes it in to account for future notice on this matter.
I will keep a copy of your script, in case a new update overwrites it and does not include your 'hack'.

Quote: "a quick edit i did to check you're not in TPV when pressing the right mouse button"

But RMB is still active as in.. focus the character on the crosshair. And that is allright.
My character even strafes when holding RMB and press A or D.. yet he still won't shoot while strafing. No use of LMB when holding RMB.
But that is another issue. This one is solved (for now).

Thanks again
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cant wait to test the lightmapper... I have missed it so much!

Hopefully this gets released soon!!
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Posted: 3rd Jul 2018 07:41 Edited at: 3rd Jul 2018 07:44
@Preben, sorry to drag out an old thread though I knew I read you mention memory somewhere and well this is the place.

Questions,
I see you mention 3gb above, I am assuming you mean 3gb of gpu usage?, and now using 2gb instead and faster loads. and yes its quick

I have seen someone saying min specs updated to 2gb from 1gb since dx11 update recently, however the rec specs also say 2gb. So I have been basing my testing on these specs. I spent two weeks testing and compiling the TBE map into a game that never ends and loads the same map over and over. Across many versions dating back to x9 2016. The shared memory does go down in this current version per level load I can see it dropping to 0.0 sometimes, though so did one of the last x9 versions I noticed, less strain would be the factor here.
When loading TBE on the second level, no change to demo map included (though much smaller now than the old x9 version), same as the first level, shared memory jumped to 0.3/0.4 for me and the AI behave strangely and jagged gameplay and puts a 2gb card under strain. By the fifth level loading it crashed on me.

My question is this version you mention in first post the 2018.06.18 version ? And what gpu size would you recommend to users?
And does your work involve using completely different Entities per level/map? As this was something I never checked.

Thank for your time and involvement on this. cheers.
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Preben
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Posted: 3rd Jul 2018 09:43 Edited at: 3rd Jul 2018 09:46
There is no answer to that , but you can generate a memory dump in your standalone just set this in setup.ini:
producelogfiles=1
memgeneratedump=1

This will give you a list of the memory used on your level, in TBE this is the results:



You can see what each of the images is using , so you can optimize your level using this data.

Stuff like these:
...
Warehouse_metalness.dds (Calls CPU: 1 , GPU: 166278) (4096,4096, 16384 kb.+ mipm 16383 kb.)
Warehouse_ao.dds (Calls CPU: 1 , GPU: 166278) (4096,4096, 16384 kb.+ mipm 16383 kb.)
Warehouse_gloss.dds (Calls CPU: 1 , GPU: 166278) (4096,4096, 16384 kb.+ mipm 16383 kb.)
...
Could be reduced in size with nearly no quality loss.

As you can see TBE use tons of memory and is very very close to using 2 GB. So some of the images would need to be reduced in size to make a stable level ( Used Images: 302 mem 2066375 kb. ) , perhaps get it to around 1.5 gb used media to make it stable on a 2 GB card.

Another option is to wipe all memory between loading your level , you can try to use setup.ini option:

standalonefreememorybetweenlevels=1

This will free all the memory between loading levels , but if your loading the same level over and over again it will not really give you anything, use this if your loading different levels with different media

You will get "jagged gameplay" when the GPU use more then 2 GB and it need to swap out images all the time , so try to make sure only to use around 1.5 gb for images to make sure the GPU dont start swapping ( the GPU also store stuff like objects/vertex data/uv ... , but the main use is images , you should leave some room for other stuff ).

I dont see any problem with using a 1 GB card if its DX11 , but it will never work with a level like TBE ( without swapping all the time and give you a way to low fps ) , but if you make a level that use around 600mb , it should also work on a 1 GB card.

Hope it helps , but memory is hard to handle, and the best way is to make sure you dont use to much in the first place

EDIT: The post got to big, and i had to removed most of the entries from the memory dump , so you need to generate a complete one yourself
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Defy
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Posted: 3rd Jul 2018 10:20 Edited at: 3rd Jul 2018 10:30
Legend, all I needed.
I have been trying to work out various ways to get the size of game, like in fpsc using an engine hack I would call it.
After a discussion with Lee, I cant preform this option like I did 10 years ago as it was removed. Though your information now lets me stop, not knowing what can be achieved with GG, made me have to consider what options are best for end users. Thank you.

Adding standalonefreememorybetweenlevels=1 was able to load to level 4 before shared went to 0.4. Something is happening
Oh and grats on getting the engine to only use 0.7 dedicated gpu compaired to 1.2 a few months ago. Will allow a few more test plays.
Anyway, I dont think I have anything else to ask or mention. Thanks again.


In case anyone is interested, link to the only play through of a game in production that was never released using said hack above 10 years ago. https://www.youtube.com/watch?v=Mjb8lw0x9wU&t=131s
Define R4, i5, 16g, R9 290
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Preben
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Posted: 4th Jul 2018 21:45
producelogfiles=1
memgeneratedump=1

Is all you need and keep the mem below 1.5 gb and you game will rock
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Defy
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Posted: 7th Jul 2018 04:29 Edited at: 7th Jul 2018 05:16
Hi Preben, hope all is going well. Thanks again for all the run down on what I should be looking at and adjustments.

I was able to bring the level down to 1.5/1.6gb gpu usage. I also added memgeneratedump=1, however due to this build only using one level as you pointed out, only really works if every level uses completely different models?

After I started game, exit to menu it shot up to 1.9 while I started recording. Not really sure if I am doing something wrong, as the level is very small now, no scripts attached to dynamic entities. I believe the only ones used would be the doors which I reduced to 9 in total I believe and the 4 AI. Maybe the key is to never allow the player to die and try to encourage the end user to only one play through before closing down the game to play again? Thanks again for your hard work. Though I am at a real loss here.

Anyway not expecting a solution etc, just thought I would share my results as it seems it may be what it is, and may be one would be focusing on a min 4gb gpu specs for end users with a game like this, as crazy as that sounds. As I mentioned many months ago, reflects the reviews I read on steam. As the stock AI works as intended, just not when the gpu is flooded. Or maybe its the Ebe structures causing this concern as seen in the start of video, I never knew being in the right location could clip the wall much like the sun light showing through.

Reduced the Facility Testing level to half its size.
Reduced AI down to 4
Reduced Graphics to Lowest
No Audio zones used
Reduced entities used per rooms
Static entities used for all props.
AI and Doors are the only dynamic entities used.
Ebe and prop textures at 512x512.

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Preben
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Posted: 8th Jul 2018 07:45
Hi Defy,

Could you post the generated memory dump here , so i can see it

Also if you want to release all memory you should use:

standalonefreememorybetweenlevels=1

In your standalone setup.ini file.

BTW: could it be your video recorder that are using all available GPU mem ?.

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DVader
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Posted: 8th Jul 2018 17:14
I have also noticed the wall clipping when up against a wall. The camera range needs adjusting by the looks, couldn't see an option in the setup for this though, but I'm still using the current Steam version.

You could be right about EBE structures, I'm not sure about how efficient they are. Maybe try removing them as a test to see what difference it makes?
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.
Preben
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Posted: 8th Jul 2018 17:22
DVader:
Defy:
About wall clipping , just press tab tab and lower the camera distance until it goes away , around 70 normally do it. sorry Defy forgot to mention that.


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Blacknyt46
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Posted: 8th Jul 2018 23:38
Preben, Thank you for all the hard work you been putting into this. I have 2 question's for anyone that can answer. Did your (Preben's) memory fix get added to the newest Public Preview release yet? If it has, how can I tell? 2nd, In setup.ini what is pbroverride=1? Should it be set to =1 or =0? These are my setting's. Thanks [RELOADED]
vsync=1
superflatterrain=0
smoothcamerakeys=0
memorydetector=0
occlusionmode=1
occlusionsize=0
hidememorygauge=0
hidelowfpswarning=0
hardwareinfomode=1
reflectionrendersize=512
fullscreen=0
width=-1
height=-1
depth=32
aspectratio=1
dividetexturesize=1
producelogfiles=0
producetruevidmemreading=0
charactercapsulescale=100
ignoretitlepage=1
invmouse=0
disablerightmousehold=0
profileinstandalone=1
allowfragmentation=1
deactivateconkit=1
adapterordinal=0
hideallhuds=0
disablefreeflight=0
fulldebugview=0
enableplrspeedmods=1
skipobstaclecreation=0
skipterrainobstaclecreation=0
disabledynamicres = 0
terrainbrushsizemax=1000
obstacleradius=18
showdebugcollisonboxes=0
allowcpuanimations=0
lightmappingquality=500
lightmappingblurlevel=100
lightmappingsizeterrain=2048
lightmappingsizeentity=1024
lightmappingsmoothangle=45
lightmappingexcludeterrain=0
lightmappingdeactivatedirectionallight=0
lightmappingambientred=25
lightmappingambientgreen=25
lightmappingambientblue=25
lightmappingallterrainlighting=0
hideebe=0
hidedistantshadows=0
editorusemediumshadows=1
realshadowdistance=5000
realshadowresolution=2048
realshadowcascadecount=4
realshadowcascade0=10
realshadowcascade1=20
realshadowcascade2=50
realshadowcascade3=100
oldrealshadowcascade0=9
oldrealshadowcascade1=18
oldrealshadowcascade2=36
oldrealshadowcascade3=75
deletetxpcachesonexit=1
disablesurfacesnap=0
defaultterrainheight=600
defaultwaterheight=500
underwatermode=1
standalonefreememorybetweenlevels=0
memskipwatermask=1
memskipibr=1
memgeneratedump=0
lowestnearcamera=6
defaultebegridoffsetx=0
defaultebegridoffsetz=0
suspendscreenprompts=0
forceloadtestgameshaders=0
pbroverride=1
disableweaponjams=0
Jim C

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