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SylenThunder

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Posts posted by SylenThunder

  1. Yeah, that hardware is scraping the bottom of the barrel for sure, but it does at least meet the super-vague minimum requirements. Though the GPU has the VRAM, I would put min-spec around a GTX 660, and that Quadro is about half as fast.

     

    Your friend needs to get a whole new PC. Maybe something that was built in the last decade.

  2. 11 hours ago, VooDoo said:

    this server ran a 7days server back in alpha 16.x to 19.X..  were/could the requirements change after 20.0 came out??

    Alpha 16-18 the min spec was 2.4GHz. A19 or a20 it was raised to 2.8GHz. The last time it was 2.0GHz was maybe Alpha 9. 

  3. 3 hours ago, Laran Mithras said:

    Could jiggle physics be disabled during BM?

    It wouldn't have any impact in performance. The bottleneck for BM is on the CPU. Jiggle physics are managed using the physx processor on the GPU. 

     

    Also, why the hell is everyone talking about this all of a sudden. It is like it has been completely ignored for a couple of years, and now suddenly everyone is complaining about one developer spending a few hours on a single feature like it stole years of development and optimization.

  4. Dedicated Server Does Not Appear in List, or is Unable to Connect to EoS

     

    Making a note of this because it has been coming up as an issue for a lot of servers not just with 7 Days, but pretty much any that utilize EoS for the server listings. The issue is a result of some changes Epic made late last year.

     

    In addition to opening ports 26900 TCP and 26900-26903 UDP, you may also need to install the revocation certificate from here for EoS. The downloaded r2m02.crl file must be installed I by selecting Place all certificates in the following store and selecting Trusted Root Certification Authorities. A system restart may be needed.

  5. Looks like it isn't able to initialize a connection to EoS. First step would be to ensure that you have excluded the client and save folders from security software. If you say "I don't have any", you have Defender, and it absolutely must be excluded because you cannot truly disable Defender. I cover this in detail in the Pinned Support FAQ thread in the General Support section. Also note that I have moved your thread to the correct forum section for support.

     

    You also might need to install the revocation certificate from here for EoS. The downloaded r2m02.crl file must be installed I by selecting Place all certificates in the following store and selecting Trusted Root Certification Authorities. A system restart may be needed.

     

    Lastly, that CPU does not meet minimum specs for the client. You will experience network and map latency issues, and very likely to experience, AI glitches as a result of the CPU and RAM/Mainboard bus not meeting the power the client requires to run. Minimum spec is 2.8GHz, and your system might hit 2.5GHz for very sporadic periods. The base speed is 2.0GHz, which has been below min-spec for over half a decade. You might be able to boost performance by switching to a headless Linux setup as that will make better use of the CPU threads available without the overhead of Windows. IMHO though, even that will not make it run well enough to be enjoyable.

  6. It would behoove you to do a bit more research before starting a topic like this.

     

    Here are some links for a starter. 

     

  7. 16 minutes ago, Beksinski said:

    Do you know if there's anything else I can try?

    The only other thing I can think of would be to install the revocation certificate from here. The downloaded r2m02.crl file must be installed (right-click on the file) by selecting Place all certificates in the following store and selecting Trusted Root Certification Authorities. A system restart may be needed.

     

    I normally only need to use this fix for getting servers to appear in the server list.

     

    22 minutes ago, Beksinski said:

    because i don't have a Userdata folder I can find

    Mine is "C:\Users\sylen\AppData\Roaming\7DaysToDie" Yours will be similar. Do note that the AppData folder is hidden, so you will need to enable viewing hidden files and folders.

  8. 4 hours ago, n2n1 said:

    I can.
    A good example is A13.
    After A12 there was a simplification towards consoles. We have already gone through this.

    When a13 was being worked on, I seriously doubt that TFP was doing any optimization for a console release that wasn't even in their plans. You could likely be referring to the TellTale/IronGalaxy release, which was not even done by TFP, and also was Alpha 14.7. AFAIK the only changes that were made as a result of the console release in that regard was a system that they developed on the console being ported to the PC.

     

    And again, you have not provided actual evidence of systems that were simplified in order to support console use. Just saying "We have already gone through this." is not providing any detail.

  9. 2 hours ago, Cr0wst0rm said:

    We are no longer in 1998 where systems had just 1 core for processing. Argument that you should buy better HW is just invalid. Every game uses threads. (UEBS 2 is one nice example)

    And yet even now, I can count on one hand the number of games that actually support multithreading. Never mind that the tech has existed for nearly 15 years. Same with IPv6, but that is even worse.

  10. 15 minutes ago, spud42 said:

    so far the "optimizations" seem to be simplifying the game to shoehorn it into a console. Sure some of these wil benifit the PC game but  a lot of the richness and complexity has been whittled away to cram it into a console. 

    Please enlighten us on which specific features were simplified in order to "shoehorn it into a console". So far as I am aware, there have been no caveats made for consoles other than the optimization coming in a22, or the fact that the initial console release will have limited multiplayer capability in comparison to the PC version.

  11. 14 hours ago, Cr0wst0rm said:

    This is not a question, this is a statement. I have substantial proof from the researched game source that there are infact places which make absolutely no sense (for example drowning buff checks on zombies in the game update loop etc)

    Now with the respect to the devs, there were already attempts to optimize the performance (TickEntitiesSlice), however, this approach will eventually fail (because you still have to eventually process all the entities on the game thread)
    You could also try to even lower the workload so you would slice limited number of entities (5 entities frame 1, 5 other frame 2)
    This will, however, worsen the visual output. Relying on gamethread only is just not feasible. And this is why threading should be used.
    Buying a new CPU just because it has 2 more GHz just so it catches up to the terribly optimized gamethread is just not a solution, but an excuse.

    There are also places which are not dependant on the game framerate (for example camera movement is framerate dependant, management of environmental events such as AI perception is NOT)

    So what I would like to conclude is that the developers/moderators should NOT tell their players to "buzz off and buy better hardware" when you can very easily utilize the already used hardware which supports multithreading.

    Take your "proof" and submit a proper bug report. 

     

    It doesn't make my statement any less true, or wrong. You would not believe the number of people I have assisted who thought just throwing a better GPU at the problem would solve it. Sure that will work for other games, but not this one. I will also note that I have chided the developers a number of times for the overly vague hardware requirements. I even recently submitted a suggestion with details.

     

    And by the way, if you studied your proof, you would realize that the game already makes use of multithreading. However the core process is still tied to a single CPU, and child tasks are able to be sent to other threads. Unlike most other games that do not utilize multithreading at all. The engine needs to support further separation of the main process to multiple threads for the team to be able to utilize a tactic like that further.

     

    Again, this is not a discussion for this thread. Bring it up in the proper channels, and stop talking about it here. If your performance is really that bad on something better than a GTX 1060 6GB card, then you have other issues preventing the game from performing well. I have actual proof of this, and it has been presented already.

  12. As it stands currently, you would need for the consoles to offer about twice the RAM they currently have, include separate dedicated VRAM for the GPU, and provide much beefier CPU's. 

     

    Would also need to be added to the PC version, in which case most systems don't support this, and the minimum spec for the game would have to be changed, thus alienating a large portion of the current player base.

  13. 1 hour ago, Cr0wst0rm said:

    Yes, the performance is really bad, even on minimum settings, so it has to be the game code at fault (whether it is physics/pathing) but definitely not rendering performance, I highly doubt that, considering i have lowest rendering settings and RTX with 16 gigs

    Do note that the game does not care about your RTX with 16GB VRAM. It relies on the capability of your CPU.

    If you want to get assistance with your issue, start a thread in the correct location after following the instructions.  This is not a discussion topic for the dev diary.

  14. 2 hours ago, cigarettelegs said:

    Where did you hear this information? I haven't seen anything about whether or not cross play being available at launch.

    Been paying attention to the details coming out of the PAX event, and have heard from a few people who got answers to questions while they were there.

     

    6 minutes ago, faatal said:

    8k RWG maps is the current limit. Also due to memory limits.

    Yeah, I figured that would be the case. I had hopes the upper-tier PS5 and X could manage 10k, but wasn't going to hold my breath on it knowing that their RAM is shared with the GPU. 

  15. Initial connection to the server is not showing issues. I will note however that when your laptop gets a wee bit warm it no longer meets the minimum hardware requirement for the CPU. This could cause delays in processing data, which may end up looking like poor network connectivity due to the CPU taking too long to process. Make sure you are up to date on Windows and drivers.

    Also note that you have an odd RAM configuration. The amount doesn't make sense for it being shared with the GPU, so I would ensure you don't have mis-matched pairs. It is almost like you had 8GB, and then added 16GB. If that is two separate chips, then they will not be able to run dual-speed. So 3200MHz RAM would only be capable of running at 1600MHz with that setup which would doubly impact your performance. Especially with larger maps, and because your GPU is weak with no VRAM.

     

    And honestly, not trying to crap all over your laptop. This is just @%$# you have to live with when you decide to play a very hardware-intensive game on something that can barely support it. At least you aren't trying to run it at 4k with maxed graphics. 

     

     

    There really isn't a lot more log to see more than that though. I would run a traceroute to the host server when you have the issue. You might also try using the network helper option in General Settings.

     

  16. File is not available. Please just use something simple like Pastebin. 

     

    At a guess, you likely are either facing an issue with poor network connectivity, a poor route to the server, or something like security software or firewalls blocking the data. 

    I do cover some of these issues in the Pinned Support FAQ thread.

  17. 7 hours ago, faatal said:

      

    On 4/3/2024 at 11:49 AM, Fifthgame2022 said:

    Hi, just a question for the first bit of this answer. You say the limit would be 4 players like the current telltale version but will there be dedicated servers because one of the current issues with playing online with telltale version is if the host logs out, everyone playing also gets removed, I understand it may take longer for cross-play etc to be available but will that issue be resolved?

     

    Console play is peer to peer without cross-play. Once cross-play is released then you could log on to a dedicated server running on a PC/Linux OS. I am not working on any of that, but I believe that is how it will be.

     

    From what I have been able to gather, the consoles will be peer-to-peer 4-player caps when it releases on the console. At a later date cross-play will be enabled, and the player cap on consoles will be increased to 8. The consoles will also be able to join any PC-hosted dedicated server. 

     

    I have also heard that the available RWG map sizes on the consoles may be smaller than the PC. Which makes a lot of sense when you consider the memory limitations the consoles have.

  18. No we close the thread.  Issue is that the OP Double-posted both in the correct section, and in General Discussion. The post from General Discussion was moved to the correct section, which created two threads here.

     

    @Stryker848 Please be less spammy.

  19. 2 hours ago, GypsyDragon said:

     

    Well yeah I am aware that they aren't really planning on more weapons in Vanilla. Thats why this is the "Pimp Dreams" Section - Its suggestions.

    It's also why we generally leave stuff like this to the modders. There are quite a number of mods that add weaponry for your pleasure.

  20. 48 minutes ago, FidgetySlim said:

    Better camera control. I play on xbox and it feels very awkward moving the camera. 

    When you stop walking your person kind of slides. They do not immediately stop.

    Jumping is meh. It feels like gravity is high and you can hardly jump. Mantling would be neat. 

    To be fair, the current TellTale release on the console is almost half a decade behind where the current PC version is.  Most of those issues have already been resolved or re-designed.

  21. I cannot imagine why it wouldn't. Especially with KB and mouse being natively supported on the system hardware and OS.

     

    Likely this is going to be a "try it and find out" feature though.

  22. 17 hours ago, Old Coot said:

    Another great build!  I see you are using Adrenalin.  How are you getting that app to report correctly?  Doesn't work for me

    Adrenalin reports the FPS correctly only if you are not using FMF. Enabling FMF makes Adrenaline show the FMF framerate, and not what is actually going to your display.

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