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SylenThunder

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Posts posted by SylenThunder

  1. 2 hours ago, warmer said:

    Would this really help frame rates? I thought FPS was bound to the CPU and not the GPU due to the voxel/physics nature of the game.

     

     

    For the most part a lot of it is. However there is still some post-processing that can benefit when you want to use a number of premium graphic options.

     

    The game is CPU-bound primarily because of loading and unloading chunk data from the storage drive, calculating structural integrity, and managing the entities and AI. As a result, most players hit a CPU bottleneck long before they hit a GPU bottleneck.

  2. 20 minutes ago, Annihilatorza said:

    Like the decision to remove burnt forest and now a whole bunch of hours are been burnt to reintroduce it and get it up to scratch again.

    Roland can probably correct me on this if I am wrong, but I am pretty sure that the intention was always to bring burnt forest back. They just set it aside for the time being so that they could focus on other aspects first.

  3. 1. Exclude the client and save folders from security software. This is covered in the Pinned Support FAQ thread.

    2. Validate the game client files 2-3 times. You have an indication of corrupt block data in the log.

    3. Seeing an error on your landclaim block, which could just be a cascade effect from the other issues. I would suggest destroying it and making a new one.

    4. Acer Predator-series computers come with a LOT of useless bloatware. Uninstall all of it. Especially the Killer networking software. It will cause problems with online/multiplayer games.

  4. 12 minutes ago, Ricowan said:

    I'm kinda glad bandits are being delayed.  I don't want them in my zombie survival game and I will disable them (if it's an option) or mod them out as soon as a version is released with them in it.

     

     

    I'm sure a mod will be available to disable them. However they are rather critical to the story of the game, and you won't be able to do the main story questline without them.

  5. 41 minutes ago, Icrapbricks12 said:

    What about the older alpha like what ps4 edition has. 

    The data I referenced, is based on the old game version which has lower hardware specs than the current or future versions.

     

    Unity is not less complicated than UE4. UE4 has nowhere near the capability of Unity when it comes to Voxels.  Also note that A:SE and RocketLeague are not Voxel games. Completely different. Those games only care about the GPU performance. Also note that nearly every game ported to the switch has to have a major graphic overhaul to be able to function on the switch. Texture resolutions are cut in half, textures are cut out, and overall content is reduced.

  6. On 2/3/2024 at 7:05 PM, meganoth said:

     

    Are you refering to the NPCs that turned up in A16?

     

    That's a myth (AFAIK), the NPCs used in the mods then were NPCs developed by TFP but deemed not good enough so they weren't activated in the game. The modders did just turn them on (again AFAIK).

     

     

    This is correct. The other thing I have seen moders do is simply re-skin existing NPC's. Usually it's a trader, but I have seen it done for the survivor/bandit code as well. 

     

    Also note that the modding platform is not final yet for this title, and Workshop support is also planned.

  7. 17 minutes ago, Marmo said:

    What is a power rail limitation?

     

    After reaching a certain limit, a rail (output node) on the power supply was not able to provide the designated amount of power. In my particular case it was on an output that powered the SSD the OS was installed on. In your case, it could be something similar but on the link for your GPU power. Especially if it is doing it after a specific amount of time under load.

     

    By changing the renderer to OpenGL or Vulkan, you are reducing how much work your GPU is doing, and thus reducing the power draw on that rail.

  8. Sounds like you probably have old data left over from a previous version. Especially if you are using such simple RWG seeds. I would follow the instructions in the banner to wipe all game data. Backup before hand so you can restore specific items. However if you have any saves based off of these maps, they are likely broken already and should be deleted anyway.

  9. Could be a power rail limitation as well.  We still haven't heard if they have fixed the drivers though.

    18 hours ago, Marmo said:

    Do you happen to know why it only happens on 7dtd? 

    7 Days uses the core components of your system more than any other game. It is very CPU-heavy and requires heavy use of RAM and your storage. Other games only rely on the GPU for the most part, and one single CPU core. 

     

    As a result, 7 Days tends to find weak points in hardware and drivers more than just about any other program.  I spent a few weeks troubleshooting an issue once where 7 Days would crash the system and not even Prime 95 plus Furmark could crash it.  Turned out to be a bad rail on my nearly brand new PSU.

  10. By posting in the correct section, and reading the Pinned instructions on how to report an issue and following them.

     

    I'll move your thread to the correct section, but you'll need to take care of the rest.

  11. Yep, as I expected. You have a bunch of shader errors. Usually this is caused by an invalid driver, or corrupt DirectX install. Follow my advice at the bottom of my last post.

  12. Usually this is because you have either chosen the incorrect renderer for your hardware, or do not have proper GPU drivers installed. 

     

    However having it occur mid-playthrough is exceptionally odd. Usually though, it would be a GPU timeout, which also indicates a driver issue.

     

    Cannot really say for certain without a log though.

     

    Personally, I would start with ensuring all Windows updates are installed. Then using DDU to scrub all driver files and perform a clean installation of the latest driver package for your GPU. 

  13. On 2/15/2024 at 10:45 PM, Jugginator said:

    It's intended, why it's not in the KI list ^^. It's left like that for a few reasons, but it could change. I can bring up maybe adding a "finished bloodmoon" flag, but no promises ofc. 

    IMHO, if anything was done, it should be a toggle.  The default would be as it is now, but have an option to toggle off the repeat. 

  14. 15 hours ago, BoQsc said:

    With the previous hosting provider I've had no problems it used around 3GB of RAM for 9 very active players. It's been alright for a whole month.

    That is abnormally low RAM usage.

     

    15 hours ago, BoQsc said:

    Now it's 5GB RAM usage and server crashes on 3 players!

    This seems a bit high for Vanilla, but depending on the world data and player activity it is not improbable. 

     

    The Min spec is 8GB RAM. Recommended in 12-16GB.

     

    15 hours ago, BoQsc said:

    Also gives nonsensical GPU errors that never happened at previous hosting provider.
    Like this https://steamcommunity.com/app/251570/discussions/1/3196991412353907318/

    These have existed for years. If they never happened before, you either were not running a modern client version, or it was configured incorrectly. As noted in the thread you referenced, they can be ignored completely. This is simply filtering not being applied to the log output.

     

    In any case, you failed to provide any really useful details on your setup. No logs are presented either. I would imagine the issue is more with your configuration than anything else. Again, your previous "experience" does not match with the way the server has been running for almost a decade. So either you were using a mod that applied additional log filtering, or you had a really strange setup. At one point you needed to allocate almost 1GB RAM for each additional player joining the server. It is much better now than it has ever been, but I have serious doubt that you actually had those numbers without using 3rd-Party tools or modifying client behavior.

     

    And I'll be very clear on this. The dedicated server does run very stable. When it has the proper resources available to it, and you aren't exceeding known stable values.

     

    Post your setup and logs. If you have logs from your previous configuration, that would be interesting to see and compare with.

    Keep in mind that I am not some Fanboi towing the company line and spouting nonsense. I have been supporting and testing on a large variety of hardware configurations for over a decade just for this title alone. I have over 35 years of industry experience, and currently manage over 25 servers for a variety of different games.

    I say this because what usually happens next is you posting that I am full of crap, and don't know any better. That you for sure are having this abnormally golden experience previously. I will take most of your previous statements with a grain of salt because there is no data provided to any of it.

     

    Do the needful.

     

  15. 10 hours ago, posineg said:

    Is the only thread about Alpha 22 the Alpha 22 Fan Diary?

    Officially so far. I am a bit surprised that the Official A22 Dev Diary thread hasn't been started yet. They usually come out shortly after the first build is released.  Whatever their reasons, I do have hope that we will see the official thread soon.  They have been discussing some of the content and changes already in the a21 diary, and on Twitter/X.

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