- Oct 2, 2018
- 112
- 409
remove the playground mode,,its will be intresting if ppl play the game normally
Telling people how to enjoy their pornremove the playground mode,,its will be intresting if ppl play the game normally
It's normal that's just a typo in the menu, the version has all the features from 0.22.0Hello! So I deleted the old 0.21 version, downloaded the 0.22 update and extracted it. When I open the game, on the main menu in the right bottom corner, it still says version 0.21. Is this normal or did something go wrong? I completed the 0.21 version before and I'd prefer to not find out at the end that I'm still playing the 0.21 version.. someone any advice? Maybe because of old save games?
I downloaded the 0.22 windows version from the NOPY link btw
You have to go underwater and click on her. Alvilda goes to the location she has last seen Hilde before she fell, so just jump off the ship there and go down.so how do you save hilde ?
Shader 'Particles/FXVille Blood World Lighting': fallback shader 'Paricles/Alpha Blended' not found
Error assigning 2D texture to cubemap texture property '_CloudCubemapNormalTexture': Dimensions must match
You should go to their boat to find the bag with gold, it's near their location.I killed the raiders but they did not drop any bags of gold. I click on every bag I could find but cannot complete this quest.
Thanks for reporting back.Well, it's fairly playable on Linux now, thanks. My only complain is that the sound volume is way too low. Oh, also it ate all my VRAM and then 20GB RAM and was swapping quite a bit, so framerate is a bit unstable and it takes forever to load. Actually this was the lowest settings, after I set it to "ultra" and restarted it only ate 15GB. And I think some visual effects were broken, like here:
these are the only errors I have:Code:Shader 'Particles/FXVille Blood World Lighting': fallback shader 'Paricles/Alpha Blended' not found Error assigning 2D texture to cubemap texture property '_CloudCubemapNormalTexture': Dimensions must match
I too observed the high latency, but VRAM usage shouldn't surprise you: graphic applications will use as much as they can, because it's faster than loading from RAM. What I have observed is that this game is I/O bound as well as CPU bound: needs to load tons of shit into memory as they get loaded in the game. When you walk forward and an object appears, for example, that object's data might not have been loaded in memory just yet and so the engines tries to load everything in memory, dropping the framerate to 0. (CPU usage because it is needed when reading stuff off the disk, I/O bound because of the speed of of the hard drive, and GPU to compute the model.) This happens a lot with characters, observed in the playtest area and the slave dock during the game. I didn't take notice of swapping though, I'll have to pay more attention next time. You might want to be wary of the amount of RAM reported by the various auditing tools, virtual memory (VIRT) isn't actual physical ram but the sum of memory the process has mapped on itself (including VRAM), along files on disks (like libraries), and memory shared with other processes. VIRT, in the context of a videogame, can be pretty high. The amount of ram you need to keep track off is the resident size (RES), which is a representation of how much physical memory the process is actually using.Well, it's fairly playable on Linux now, thanks. My only complain is that the sound volume is way too low. Oh, also it ate all my VRAM and then 20GB RAM and was swapping quite a bit, so framerate is a bit unstable and it takes forever to load. Actually this was the lowest settings, after I set it to "ultra" and restarted it only ate 15GB.
The characters naked are around 30k polygons which is normal - low for semi realistic 3D models nowadays. In AAA games there are more polygons. Clothes are around 5-10k and hair is around 10k. Are you seeing this problem only on linux?I too observed the high latency, but VRAM usage shouldn't surprise you: graphic applications will use as much as they can, because it's faster than loading from RAM. What I have observed is that this game is I/O bound as well as CPU bound: needs to load tons of shit into memory as they get loaded in the game. When you walk forward and an object appears, for example, that object's data might not have been loaded in memory just yet and so the engines tries to load everything in memory, dropping the framerate to 0. (CPU usage because it is needed when reading stuff off the disk, I/O bound because of the speed of of the hard drive, and GPU to compute the model.) This happens a lot with characters, observed in the playtest area and the slave dock during the game. I didn't take notice of swapping though, I'll have to pay more attention next time. You might want to be wary of the amount of RAM reported by the various auditing tools, virtual memory (VIRT) isn't actual physical ram but the sum of memory the process has mapped on itself (including VRAM), along files on disks (like libraries), and memory shared with other processes. VIRT, in the context of a videogame, can be pretty high. The amount of ram you need to keep track off is the resident size (RES), which is a representation of how much physical memory the process is actually using.
For video games, there are two poles to observe:
A good balance needs to be observed. The character models are pretty high quality, lots of vertex around which means high computation requirements. I mean, look at the amount of curves in the screenshot of that arm you've posted: it's some high grade polygon mesh or texture mapping wizardry.
- How beautiful the game is: details of the skins of characters, amount of verticles per object, amount of grass around, etc..
- How functional the game is: the player move around and do actions without being hindered by their hardware.
So, an issue is not with the amount of polygons. I got idiotically stuck on that because them actors do look nice. But in insight, if high poly was an issue, my GPU would have yelled bloody murder. Could it be how the models are being loaded in then?In AAA games there are more polygons.
I only have a linux OS, so I can't compare.Are you seeing this problem only on linux?
Those object pop out of nowhere, which tells me cells aren't pre-loadedAs you guessed a lot of things are turned off when you are further away like the characters on the docks (actually any character) since they have AI logic running and not needed if you dont see them. Same for vegetation, its handled on the GPU entirely and split in cells that render only when needed.
GLSL link error: error: Too many compute shader storage blocks (16/8)
I think the issue is with how the engine built the Linux version. Im currently testing on a very old windows laptop (6+ years) that cost around $500 back then and its running with 20-30 fps which is good.So, an issue is not with the amount of polygons. I got idiotically stuck on that because them actors do look nice. But in insight, if high poly was an issue, my GPU would have yelled bloody murder. Could it be how the models are being loaded in then?
I only have a linux OS, so I can't compare.
Those object pop out of nowhere, which tells me cells aren't pre-loadedand that there are no low-poly models stand in. I only notice a huge latency when NPC needs to be loaded in for the first time. Did not monitor my system, so I don't have data on this. I guess that there are a lot of processing needed to be done when them NPC are to be loaded? Shouldn't actors computation be done before the player enters the map, so to reduce those latency?
Note that there is the GLSL issue with Radeon cards, which may be slowing down some operation by half.
GLSL link error: error: Too many compute shader storage blocks (16/8)
My hardware isn't good enough to support high quality screen capture, otherwise I would have shown you. I am still using slow mechanical drives, the writing speed is just too slow for high FPS capture.
Also, forgot to say: audio is either non present or too low. I do hear wolves, but not my steps.
Edit: Restarted the game, couldn't reproduce latency as actors gets shown. Not quite sure what is happening then
I don't mean "lags", I mean total lock up for several seconds (at least one) then the models pops. That happened while I was running around the island for a while then went to the docks. Otherwise my FPS are around 30 whenever I turn around.What you can try is go to the settings (ESC - Settings) and set grass intensity to 0, then turn off shadows. If its still lagging you can turn off AntiAliasing as well, but I recommend turning them off one by one and seeing if there's an improvement.
I haven't played this game, however have you tried (and hear me out) disabling your internet adapter and seeing if the same issue continues?I don't mean "lags", I mean total lock up for several seconds (at least one) then the models pops. That happened while I was running around the island for a while then went to the docks. Otherwise my FPS are around 30 whenever I turn around.
Whatever you mean by "network adapter"?I haven't played this game, however have you tried (and hear me out) disabling your internet adapter and seeing if the same issue continues?
Unity has (dunno if it still does in recent versions or if it's the same for linux) a very old bug that causes asset loading or streaming to slow down to a crawl with network adapters enabled. Could be related.
The device that connects you to a network (Whatever you mean by "network adapter"?