wire sparks are fine. its just lightbulb sparks

Try decreasing the Particles Amount setting in the Performance Options/Rendering Settings menu.m1lk wrote:ok im having a weird issue: a whole map can be running smoothly, but when a lightbulb sparks and fizzles anywhere on the map, wether im looking at it or not, it stutters the whole game for a second until the lightbulb stops. then it goes back to normal until it does it again. anything in the settings I can do to stop this? its gotten me killed a few times.
wire sparks are fine. its just lightbulb sparks
Turn off the lens flare effect.CYNICAL wrote:My Issue is just this visual glitch I have when entering the briefing room and the projector glitches out.
I have a screenshot but the kb limit won't allow me to post it.
thanks, ill try it out. unfortunately i discovered another issue:AFADoomer wrote:Try decreasing the Particles Amount setting in the Performance Options/Rendering Settings menu.m1lk wrote:ok im having a weird issue: a whole map can be running smoothly, but when a lightbulb sparks and fizzles anywhere on the map, wether im looking at it or not, it stutters the whole game for a second until the lightbulb stops. then it goes back to normal until it does it again. anything in the settings I can do to stop this? its gotten me killed a few times.
wire sparks are fine. its just lightbulb sparks
Thanks for the report. This has been fixed in our current codebase.m1lk wrote:thanks, ill try it out. unfortunately i discovered another issue:AFADoomer wrote:Try decreasing the Particles Amount setting in the Performance Options/Rendering Settings menu.m1lk wrote:ok im having a weird issue: a whole map can be running smoothly, but when a lightbulb sparks and fizzles anywhere on the map, wether im looking at it or not, it stutters the whole game for a second until the lightbulb stops. then it goes back to normal until it does it again. anything in the settings I can do to stop this? its gotten me killed a few times.
wire sparks are fine. its just lightbulb sparks
im at map C3M2. the game crashes at this spot, as soon as i start to move forward towards the arrow on the left wall. here is a screenshot of the spot:
https://ibb.co/YXSvLVH
and here is the error:
https://ibb.co/rxcJT5Q
They get half damage AFAIK, that what helps them to survive some hits. Don't think it's weapon related but damage related.EDIT: Also i really would like to talk about enemies rolling around. Feels like they're ignoring flame from my flamer like breeze or something. One of the Blackshirts literally survived from it. Maybe... Maybe they have a higher chance to survive the explosion even?
Sounds reasonable, but i did expect them to have no fire damage immune while rolling since they're just wearing fabric that easily can be burned and stuff... But alright!doomjedi wrote:They get half damage AFAIK, that what helps them to survive some hits. Don't think it's weapon related but damage related.EDIT: Also i really would like to talk about enemies rolling around. Feels like they're ignoring flame from my flamer like breeze or something. One of the Blackshirts literally survived from it. Maybe... Maybe they have a higher chance to survive the explosion even?
Been playing this some more, and in addition to my suspicion that the movement code is causing general jerkiness (which can be "fixed" by disabling rendering interpolation), I feel that the asset loading hitches are a little over the top honestly, and after experimenting with the effects LOD settings and turning everything down to 1024, and also setting boa_cullrange to 1024, I was able to eliminate this random hitching. This of course looks horrendous. I think what's happening is as soon as you increase the radius beyond the lowest setting, too many actors are getting respawned per tic as you move through certain scenery heavy areas, and the engine can't keep up. I feel like for my particular use case the culling system is maybe doing more harm than good and I'd like to be able to experiment will just bypassing it completely and never culling actors (and thus never respawning them), but I suck at zscript and don't know how to yank this bit out of the effects script. Or maybe do something to throttle how many actors can be spawned per tic. I saw there was a cvar that seemed to offer something like this, but it's either not working, or the lower limit of 256 per the description is still not low enough.lizardcommando wrote:Also, I do have to note that I have been having performance issues as well, even after testing the medium and low settings. I recall the game feeling really slow in the open expansive levels like the final level in Chapter 1 (especially when the wind picks up) and that driving part in the desert in Chapter 2.
Open the /scripts/actors/effects/effects.zs file and comment out the entire Tick() call (lines 205-242 or so),and that *should* completely disable all culling for you. I will be interested in seeing how your performance compares without it.0mnicydle wrote:Been playing this some more, and in addition to my suspicion that the movement code is causing general jerkiness (which can be "fixed" by disabling rendering interpolation), I feel that the asset loading hitches are a little over the top honestly, and after experimenting with the effects LOD settings and turning everything down to 1024, and also setting boa_cullrange to 1024, I was able to eliminate this random hitching. This of course looks horrendous. I think what's happening is as soon as you increase the radius beyond the lowest setting, too many actors are getting respawned per tic as you move through certain scenery heavy areas, and the engine can't keep up. I feel like for my particular use case the culling system is maybe doing more harm than good and I'd like to be able to experiment will just bypassing it completely and never culling actors (and thus never respawning them), but I suck at zscript and don't know how to yank this bit out of the effects script. Or maybe do something to throttle how many actors can be spawned per tic. I saw there was a cvar that seemed to offer something like this, but it's either not working, or the lower limit of 256 per the description is still not low enough.lizardcommando wrote:Also, I do have to note that I have been having performance issues as well, even after testing the medium and low settings. I recall the game feeling really slow in the open expansive levels like the final level in Chapter 1 (especially when the wind picks up) and that driving part in the desert in Chapter 2.
For context I have an i9-10900K and a 2080 Ti, so I feel like if I have to turn these settings all the way down just to be able to play at 35fps without hitches, maybe something needs to be reevaluated