Product Chat / Beta Performance update released 10-9-19

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synchromesh
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Posted: 10th Sep 2019 15:47
Anyone else tried this …
At the moment im missing half my models and getting odd artifacts everywhere .
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3com
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Posted: 10th Sep 2019 18:37
Does you should be betatester?
because I haven't it.
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Tarkus1971
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Posted: 10th Sep 2019 21:53
@Synchromesh - same here same glitchy mess on all my levels, entities all over the place.. Will post video soon, also no flashlight either.
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Posted: 10th Sep 2019 22:06
I also can not set waypoints anymore. Anyone can confirm this?
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cybernescence
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Posted: 10th Sep 2019 23:27
@Lee - you need to make the ‘guidiffuseshadereffect’ change you made to ‘alphasite’ into master/beta to fix missing waypoints.

@all - does turning off the draw call optimiser in setup.ini fix the issues you are seeing?

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synchromesh
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Posted: 11th Sep 2019 00:29 Edited at: 11th Sep 2019 00:31
Just in case I went back to Public Preview and backed the whole package up ..
I know this is beta and will have issues but just in case this takes a while I need to continue my project.
@Tarkus1971
Thanks for the conformation ..

Edit ...
All backed up so now I can get the beta back on and take another look
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Posted: 11th Sep 2019 01:09 Edited at: 11th Sep 2019 01:12
Getting error when compiling the last beta.



Note: La opción 'Zc:forScope-' está desusada y se quitará en próximas versiones = The option 'Zc: forScope-' is unused and will be removed in future versions.

Any idea?
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synchromesh
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Posted: 11th Sep 2019 01:21
Yep been testing a little more tonight … This is a pretty early Beta so im not really worried.
Its not for building with for sure … Just an early compile im guessing
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Posted: 11th Sep 2019 02:48
That beta is unlisted in my GG properties>betas (steam app)
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Gtox
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Posted: 11th Sep 2019 05:55 Edited at: 11th Sep 2019 05:56
I had this with my tree pack, so I used an fpe from one of the default trees, and the problem was solved. I was so relieved that the problem was so easily solved that I didn't try and figure out what the problem was. The problem seemed to only occur if I had 5 or more of the specific model, but the default trees were unaffected.
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cybernescence
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Posted: 11th Sep 2019 07:19
What was the fpe that caused the issue?

I’ve been running an alpha version for a few weeks and had very few issues. In fact the performance increase has been great so am interested to see why issues flaring up now

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Posted: 11th Sep 2019 09:09
Same here there is no BETA in steam anymore, so something must have gone wrong , also this update require that ALL shaders is compiled , i cant check but perhaps Lee forgot to compile them ?

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Posted: 11th Sep 2019 09:46
@Cybernescence - turns out it was the animax command in the fpe. When set to 0, missing models + artifacts, set to 1, no problem. For the record, the models affected were not animated.
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Tarkus1971
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Posted: 11th Sep 2019 10:14
Here is a dropbox link for the glitches I am seeing on my main level.

Not nice, very very surreal.

https://www.dropbox.com/s/l3z5iusdxkwcncm/Performance%20Update%20Glitches.mp4?dl=0

Will post on github also.
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Belidos
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Posted: 11th Sep 2019 10:52
If you come out of the beta and install any of the other versions, then you will have to enter your beta key again to see the beta in the list.

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3com
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Posted: 11th Sep 2019 11:05
Quote: "If you come out of the beta and install any of the other versions, then you will have to enter your beta key again to see the beta in the list."

So, you has to be betatester as I pointed out in main post.
Ty 4 the tip Belidos.
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synchromesh
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Posted: 11th Sep 2019 11:21 Edited at: 11th Sep 2019 11:22
Quote: "If you come out of the beta and install any of the other versions, then you will have to enter your beta key again to see the beta in the list."

Once you have entered your beta key you should be good to swap versions just by selecting from the Dropdown menu from Beta, retail and Public Preview without any issue … However if you uninstall totally then you will need the key.
That's how it works for me.
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Belidos
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Posted: 11th Sep 2019 11:57
Quote: "Once you have entered your beta key you should be good to swap versions just by selecting from the Dropdown menu from Beta, retail and Public Preview without any issue … However if you uninstall totally then you will need the key.
That's how it works for me."


It's never worked like that for me, whenever i've switched to PP from Beta, then gone back to Beta i've always had to re-enter the Beta key to be able to see the Beta again.

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synchromesh
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Posted: 11th Sep 2019 13:29 Edited at: 11th Sep 2019 13:31
Quote: "It's never worked like that for me, whenever i've switched to PP from Beta, then gone back to Beta i've always had to re-enter the Beta key to be able to see the Beta again."

Strange … Unless you select " Opt out of beta " specifically ( that will remove the key ) then switching shouldn't be an issue. I switch all the time ?
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Belidos
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Posted: 11th Sep 2019 13:33 Edited at: 11th Sep 2019 13:34
Nope, i always just switch and update, it always releases the key and i have to enter again. Maybe it's a steam setting somewhere. I'm not the only one it does it to, i've seen it mentioned a few times here, and dozens of times on various steam discussions for different games and programs.

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synchromesh
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Posted: 11th Sep 2019 14:10 Edited at: 11th Sep 2019 14:12
Very Strange .
This is me changing from Public Preview to Beta .. Pretty seamless and just starts to auto update.

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LeeBamber
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Posted: 11th Sep 2019 16:33
I was waiting for emails from the beta build but happy to get the feedback here instead Keeps everyone informed! Yes, it's a VERY early build and the more repro feedback the better (i.e. specific stock asset level FPM files and a description of what is wrong with it), thanks! P.S. I believe the shaders are not compiled in this beta build dated Tuesday.
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synchromesh
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Posted: 11th Sep 2019 17:11 Edited at: 11th Sep 2019 17:28
Quote: "Yes, it's a VERY early build "

Quote: " I believe the shaders are not compiled in this beta build dated Tuesday."

Aweome thanks Lee . Pretty much confirms what I was thinking and explains a lot
I think most of this is down to the shaders ..
Flashlight not working although it does come on for me if I catch the right angle on a texture surface so it is there ?
Cant set waypoints or see them in a loaded map.
Lots of black artifacts on the ground for some models.

PP Screenshot



Beta Screenshot

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Belidos
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Posted: 11th Sep 2019 17:12
Quote: "P.S. I believe the shaders are not compiled in this beta build dated Tuesday"


That would explain the missing entities when opening some old maps.

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synchromesh
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Posted: 11th Sep 2019 20:15 Edited at: 11th Sep 2019 20:38
@Lee …

Watch what happens to my corrupted level when I press " F9 "
This may be a clue as to whats going on ?

EDIT … Just tried other corrupted maps and hit " F9 " and they also look good again.
Also torch works when facing the direction of the sun … Weird

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Belidos
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Posted: 11th Sep 2019 21:28
What is F9 supposed to do?

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synchromesh
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Posted: 11th Sep 2019 23:18
Quote: "What is F9 supposed to do?"

Opens the Test game internal editor
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3com
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Posted: 11th Sep 2019 23:27
I think Belidos is referring to, what F9 is supposed to do in your video.
I think you mean that pressing F9 shows everything as it is expected to do.
And maybe this serves as a clue, to find the problem.

By the way I still can't access the beta version.

The question is:
If the beta is only for beta tester, why isn't this discussed in an internal forum as usual?
And if the beta version is public, then why isn't it listed in the menu?
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synchromesh
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Posted: 11th Sep 2019 23:44 Edited at: 12th Sep 2019 00:23
Quote: "I think you mean that pressing F9 shows everything as it is expected to do.
And maybe this serves as a clue, to find the problem."

Thought that was what I did say and what the video shows in the post .

Quote: "The question is:
If the beta is only for beta tester, why isn't this discussed in an internal forum as usual?
And if the beta version is public, then why isn't it listed in the menu?"

The Beta version isn't publicly available …
But the last few versions users reported on GitHub or asked questions here .. I already reported on GitHub.
We can all see what's happening on GitHub now so its not really like its private anymore .
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synchromesh
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Posted: 12th Sep 2019 00:05 Edited at: 12th Sep 2019 00:25
@3com
Do you have a key ?
Check my Video here … Are you not seeing the dropdown menu on steam ?
If you need a key you have to email Lee.
https://forum.game-guru.com/thread/221099#msg2620579
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Posted: 12th Sep 2019 00:38
@ synchromesh
I do not have a key, in fact I just wanted to know if something did not work well, now I know that it is due to not having the key, that is, it is not public yet, which leaves me calmer.
Thank'u 4 the explanation.

As aside note having issues when compiling beta version, hopefuly it will be fixed further.
Or maybe the issue is on my side, who knows?
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OldFlak
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Posted: 12th Sep 2019 01:52 Edited at: 12th Sep 2019 01:55
Hi all
PBR is not looking so good in latest beta.

Shiny stuff is no longer shiny and lots of pits\blotches happening.
Did a steam verify, and compiled shaders, but no difference:





Also shadows following player in outside maps, and as already mentioned, no points on markers.

Performance seems silky smooth though

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Belidos
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Posted: 12th Sep 2019 06:21
@3Com no I mean what is F9 normally supposed to do, which leads to the question why is it now having that effect on entities?

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Posted: 12th Sep 2019 13:07 Edited at: 12th Sep 2019 13:10
@All
I will try to fix some of the issues you have with the draw call optimizer and the performance beta.

Currently this has been fixed:
PE: Fix for waypoints not displaying.
PE: Fix - Removed immobile objects from draw call optimizer.
https://github.com/TheGameCreators/GameGuruRepo/commits/Beta-Performance-Fixes

We was brave to enable the draw call optimizer on all objects in this beta , but we have not seen many objects with problems , so ...
Anyway sure there will be problem with objects , not all will support this way of optimizing. So this will properly be disabled by default in the PP.

But there will be some huge increases in speed if you make your .fpe files work with the draw call optimizer, here is a list of new .fpe commands you can use to mark your objects.

NEW FPE SETTINGS:
drawcalloptimizer = 1
drawcalloptimizeroff = 1
drawcallscaleadjust = -40

If you have validated that a object work with the draw call optimizer you should add this entry to the fpe.
drawcalloptimizer = 1

If the object have scale problems , you can adjust this by using:
drawcallscaleadjust = -40
drawcallscaleadjust = 0 Will not adjuse the scale.
drawcallscaleadjust = 40 will make the optimized object larger.
drawcallscaleadjust = -40 will make the optimized object smaller.

If the object simple dont work , you should add:
drawcalloptimizeroff = 1

I like to support many more objects by default , so:

@Tarkus1971: looks like your wall , and the blue at the roof is causing your level problems , could you try to add: "drawcalloptimizeroff = 1" to the fpe of these objects and check if this fix your level , if so zip the objects and email it to me so i can check what the problem is with those: plemsoft@plemsoft.com

@Gtox The animax=1 will only disable the draw call optimizer , instead you should add "drawcalloptimizeroff = 1" to the fpe. Also i like to try to add support for these trees , could you zip one of the tress that had problems and email it to me: plemsoft@plemsoft.com , and i will check if we can support them by default

@synchromesh: looks like you have a scale problem with your models , could you try to zip one of them and email it to me ? : plemsoft@plemsoft.com

@reliquia: Not sure what you mean by "Also shadows following player in outside maps" could you try to make a screen shot ?

@reliquia: "Shiny stuff is no longer shiny and lots of pits\blotches happening." , there was a change to the way the direction of the specular is calculated , but a shader recompile should have fixed that could you try "forceloadtestgameshaders=1" again and let me know if it fix it ?

@All F9: will disable the draw call optimizer so your able to edit the level , thats why the problem go away when you hit F9.
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Posted: 12th Sep 2019 13:28
Any chance to know why some objects are compatibles, and the others does not ?
It may help as user/store seller.
I'm working on a pack for store, need to be sure my meshes being compatible with.
Maybe should I stop making meshes till pp being released?

Thanks Prebem for your hard work.
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Posted: 12th Sep 2019 14:26
Quote: "drawcalloptimizer = 1
drawcalloptimizeroff = 1"

curious why you need both? surely if you don't have drawcalloptimizer = 1 it should automatically assume drawcalloptimizeroff = 1? seems like needing to add drawcalloptimizeroff = 1 to every asset is just creating lots of work with so much existing media already being in place?
but great work on getting it added to GG, can see this being a very interesting step in the right direction for advanced users
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Posted: 12th Sep 2019 14:39 Edited at: 12th Sep 2019 14:49
Well it just took me a good 30 mins to edit one level of .fpe's
Of course Preben says it will be an added option in the PP rather than default which is good.
I hope we have the option of an all on, all off in the setup.ini as well

EDIT !! ... lol .. There is already .. Why oh Why didn't they just say

[OPTIMIZESETTINGS]
drawcalloptimizer=1
speedshadows=1
forcenowaterreflection=0
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LeeBamber
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Posted: 12th Sep 2019 14:54
There are global settings for the optimizer, look at the end of your SETUP.INI:

[OPTIMIZESETTINGS]
drawcalloptimizer=1
speedshadows=1
forcenowaterreflection=0

You can change these to:

[OPTIMIZESETTINGS]
drawcalloptimizer=0
speedshadows=0
forcenowaterreflection=0

This should restore many of the issues you see. I will post an updated beta build with the compiled shaders, and then one more when Preben has finished his GitHub ablutions. If you are using the PublicPreview to work on your game project, best you make a full backup of your dev area as we will be posting a PP build as soon as the optimizer issues are resolved (in order to start the testing of this new version on a larger canvas before the final public release later in September).
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LeeBamber
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Posted: 12th Sep 2019 14:54
P.S. Cross Post If anyone can make a level with stock media that shows the optimizer not working, post it here as they will help A LOT!
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synchromesh
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Posted: 12th Sep 2019 14:56
Thanks Lee … Heart rate here normal again
I deleted 2 posts suggesting it before I looked myself
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Posted: 12th Sep 2019 15:10
https://forum.game-guru.com/thread/221099?page=1#msg2620534

Lots of mileage possible with this type of approach. I only had to tweak a couple of fpe's and these were for dynamic entities with isimmobile = yes (looks like Preben added this so don't even have to do that now), some results:

Added a bit of science to the tests by getting lua script to track the draw calls across a common route over large level
With no DC optimizer, peak draw calls: 983
With the 'distance/shader' approach, peak DCs: 747
With the 'common texture' method, peak DCs 493 (note this is a mod to the update just released, but shows more can be squeezed out of this once bedded in)

I got a 10-15 FPS uplift depending on view.

Cheers.

OldFlak
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Posted: 12th Sep 2019 15:16 Edited at: 12th Sep 2019 15:31
Quote: "@reliquia: Not sure what you mean by "Also shadows following player in outside maps" could you try to make a screen shot ?"

Turns out it is the snowbox causing the shadows, so will play around with that tomorrow
I would like to use the particles for snow, but always kills performance if i use them with animated models or decals.

Quote: "@reliquia: "Shiny stuff is no longer shiny and lots of pits\blotches happening." , there was a change to the way the direction of the specular is calculated , but a shader recompile should have fixed that could you try "forceloadtestgameshaders=1" again and let me know if it fix it ?"

OK, did another verification, and shader recompile - still pits\bloches on shiny parts, but a lot better.

Reliquia....
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Posted: 12th Sep 2019 16:05
@smallg: If you use setup.ini "drawcalloptimizer=1" to optimize everything, and you only have problems with a few objects it will be more easy to just use "drawcalloptimizeroff = 1"

@3com: Yes wait until we add support for more objects before you "stamp" them in your .fpe , but please if you have any objects that dont work please email them to me so i can check: plemsoft@plemsoft.com

Also remember only static and "transparency = 0" object will be optimized , i made a test with BSP foliage and needed to edit the .fpe files and set the correct shader "effect = effectbank\reloaded\apbr_tree.fx" and ""transparency = 0" , but after that i got some pretty good results (test on mid range i5 - 1060):

Version 2019.07.01 - July Update (highest):


New version , draw call optimized (highest):


It all depends on your level what increase you get , but if you dont see any increase its most likely that the .fpe is not setup correctly (like the BSP foliage ) if so validate that your .fpe is using the correct shader, the object is static and have "transparency = 0"

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synchromesh
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Posted: 12th Sep 2019 16:16
Amazing work Preben .
You pretty much covered every angle and option for old and new projects
Many Thanks
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granada
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Posted: 12th Sep 2019 16:45
That’s a big jump up that scene

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Posted: 12th Sep 2019 16:50
@ Preben
Quote: "but please if you have any objects that dont work please email them to me so i can check"

I'll do, if any.
Thanks again 4 your work.
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smallg
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Posted: 12th Sep 2019 18:12
Quote: "@smallg: If you use setup.ini "drawcalloptimizer=1" to optimize everything, and you only have problems with a few objects it will be more easy to just use "drawcalloptimizeroff = 1""

Ah I thought you said drawcalloptimizer=1 was an fpe setting (I don't have beta so just guessing from reading the thread), now it makes much more sense
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Posted: 14th Sep 2019 09:31
Everything seem goods here now....... level I have been testing on now works with no flickering random entities. Nice work Preben.
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Posted: 14th Sep 2019 10:25
@Tarkus1971: Make sure you have "drawcalloptimizer=1" in setup.ini , i just sent you a msg on GitHub if you could sent me a copy of the models that had problems , but if they work in 2019.09.13 with "drawcalloptimizer=1" in setup.ini no need , thanks for your help
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Posted: 14th Sep 2019 10:26

@reliquia: could you check if your "pits\bloches on shiny parts" is fixed in 2019.09.13 , Thanks
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