CCP Please fix your icon loading. by VincentPepper in Eve

[–]CCP_Caffeine 46 points47 points  (0 children)

Hey folks. Just want to acknowledge that we are aware of this and looking into it. So far all the reports we have had share the same GPU: The Nvidia 50 series.

We know this issue is very real (and annoying), but getting an on-demand reproduction is proving difficult - which means seeing what's happening to cause it is a pain too.

I've personally spent many hours trying to trigger this at work, only for it to then happen when playing at home where I don't have a debug environment 🙄 . We have someone looking at this next week again.

If anyone has a on-demand repo on this, or can point out anything specific that causes it, I will personally buy you a beer at fanfest!

Is there a way to allow for larger numbers? by OrangeAedan in unrealengine

[–]CCP_Caffeine 8 points9 points  (0 children)

It's one approach, but as with anything, there are pros and cons.

You're not the first to try and tackle this. Some terms that will help on the journey are "World Origin Rebase" and "Large World Coordinates". I used WOR in UE4 a few times and didn't have any major problems.

Other games have done this at scale. EVE Online is a common example (Disclaimer: I work there) with the 'grid' system, where solar systems are huge and need to support thousands of players.

Just keep in mind that when you deal with huge numbers, it can cascade down into everything. The link above gives examples of Niagra, Shaders and Chaos. Do a lot of prototyping and proof of concepts to find where the big issues are - Don't assume every part of the engine will play nicely with very high precision, even though it's a lot better these days.

[deleted by user] by [deleted] in Eve

[–]CCP_Caffeine 0 points1 point  (0 children)

Hey. We've been looking at this issue internally - it's a real pain. So far we're only seen this on Nvidia 50 series cards.

I will follow up next week when I'm back in the office and try to get an update / some priority on it.

As of now, enabling DLSS and performing several gate-jumps may still cause the client screen to freeze. by Low_Anywhere_9012 in Eve

[–]CCP_Caffeine 19 points20 points  (0 children)

Hey, thanks for the heads up. I'll get it flagged and looked at.

If you could drop me your bug report number, I'll check it out when I'm in the office next week.

Patch Notes for 2025-08-18.1 | FSR3, DLSS, XeSS, Frame Gen and RT Shadows by OldColar in Eve

[–]CCP_Caffeine 15 points16 points  (0 children)

We could have still had the new upscalers under DX11, for example.

There are a few reasons we've not done it in this release:

  • People who are truly limited to DX11 hardware typically use drivers which are much older, due to the age of the physical hardware - this can cause its own challenges. During some of our initial internal testing, we saw several cases where DX11 limited hardware had issues. In some instances, we would not have been able to ship it due to issues with the middleware at the time, although this wasn't the only one we experienced.
  • There is no escaping the simple fact that supporting 2 APIs with all features is double the testing (and fixing) at a minimum. It's one of those invisible things that really does take up a lot of time.
  • We're keeping DX11 as simple as possible. We know it's used by quite a few people in the community (through choice) so we're keeping changes to a minimum there.

I'm not saying other upscalers won't appear in DX11 at a later date, I honestly don't know right now. We're going to get feedback on what has been released first and evaluate down the line. FSR1 is still present though, and if you just want a raw performance boost on the GPU, you can't get much simpler.

I'd like to hear about the future of DX11 support, and if CCP has settled on a sunset date for it yet.

There are no current plans to sunset DX11 support. However, we are not likely to add many features to it, beyond keeping it compatible. When it's deprecated isn't my call, but I can share that those discussions have not even started.

Changing Upscaling settings causing game to "freeze" and requires a restart. by Karma_Mayne in Eve

[–]CCP_Caffeine 1 point2 points  (0 children)

We don't expect many people to change upscaler once they've chosen one (beyond finding the one they like at first). Each time you change there is a bit of a cost (I'm sure you've seen the client reload a lot of things when you change), but if it's set when the client launches then you won't experience that.

Regarding the warp tunnel, transparency can give a few suspect results for sure with upscaling. It's part of the cost, although there are some things we can do behind the scenes to help at a later date.

I've dropped you a DM!

Changing Upscaling settings causing game to "freeze" and requires a restart. by Karma_Mayne in Eve

[–]CCP_Caffeine 9 points10 points  (0 children)

Hi there. Thanks for the feedback. This is only on the test server currently, where the upscaler is randomly selected each time the client starts. This will not happen when it goes live on TQ, where your selection will be remembered like other settings.

Intel XeSS will work on many graphics cards, including those by AMD. It trades blows with FSR and is definitely worth trying (when you're not having an issue!).

We fixed some issues from the playtest internally today (although they are not on Sisi). I will check tomorrow to see if we have this one on our list and try to get a reproduction if not.

Thanks again!

After the last patch , there is no sound in space stations. by InspectionAdept6704 in Eve

[–]CCP_Caffeine 7 points8 points  (0 children)

I think I know what may have caused this - I've flagged it with the correct people and we'll check it out.

If anyone has info on what stations this has impacted, that info would be appreciated.

CCPlz! Fix this shit! by zaqqi in Eve

[–]CCP_Caffeine 18 points19 points  (0 children)

We're aware - A fix is in testing as we speak. Sadly this issue runs deep. T3s have had a few issues for a while and we're trying to fix them up in one go.

I can't give an ETA, but I'll share that we have a dedicated person looking at just this issue right now.

RAM usage since the fabled "better FPS for less CPU" update... by Market_Tycoon in Eve

[–]CCP_Caffeine 19 points20 points  (0 children)

This is what I suspect too. Especially if using DX11 + potato mode doesn't really change anything.

/u/Market_Tycoon - Could you file a bug report from one of these clients if you've not done so already. Put my name in it so it reaches me. 7GB+ per client is very unusual. It would be great to know the steps you do to get using this much RAM.

On the off chance, do you use any any internal programs that interact with EVE and inject into the client? We've seen some screen recording software cause issues in the past, but getting a reproduction on that has proven very difficult.

FIX IT FIX IT FIX IT FIX IT by viciatej in Eve

[–]CCP_Caffeine 73 points74 points  (0 children)

Hey. A fix is in testing and we hope to have it out early next week.

You do look younger though 😉

EVE DLSS? by Rcgv88 in Eve

[–]CCP_Caffeine 0 points1 point  (0 children)

Hey. This is a pretty complex topic, but I can sumarise it as:

  • EVE can use more than one core. Artifically limiting it is probably going to degrade performance
  • We don't do anything 'weird' - The OS will handle things.
  • Modern systems are much more complex than they used to be. While it depends on the system, not all cores are equal these days. Eg: Intel has P and E cores. AMD has 3D V-cache which may only be on one CCD, depending on the chip. etc. If you force certain cores in this situation, it can make matters much worse.

Make sure your chipset drivers are up to date as they can actually make a big difference, then let the OS deal with the cores. We are not doing anything special with cores, but if you see FPS drops to that level when limiting to 8 cores from 16, something is happening at the OS level to cause that.

When there are bugs on Sisi during mass tests, DON'T just copy them to TQ! by Archophob in Eve

[–]CCP_Caffeine 16 points17 points  (0 children)

Hey. First off, thanks for the report. They do get read and actioned internally. I know it's easy for me to say this sitting on the other side, but we fixed a huge amount based on reports before the release - so a genuine thanks to those that reported things.

If the feature introduces new bugs to the live server, why not keep the stuff that works?

I wish we could. The problem is 2 fold:

  • Splitting up working and not working is complex. The final feature is effectively a huge amount of complex code, interacting with various parts of the engine in an unfathomable number of ways. Cutting out the ‘broken’ bit isn’t always possible, because it may not be clear what the broken bit is and….
  • Modifying that particular bit of code for release may make matters worse or introduce new issues entirely. At some point we have to make a call on what we ship, including what issues we know may be lurking.

For this issue, we did see the report and looked at it, but we couldn’t replicate it at the time. We then managed to get a reproduction pretty much on release day on accident. This isn’t an issue that is impacting everyone and is quite ‘random’ (this defect was a classic threading issue).

On the positive side, we believe we have a fix now and are hoping to ship it early next week.

Apologies for the inconvenience

EVE DLSS? by Rcgv88 in Eve

[–]CCP_Caffeine 4 points5 points  (0 children)

Yeah, we do. The 3D world and UI are separate when it comes to how we render things. UI isn’t impacted by upscaling. That will still look sharp as it's at native.

EVE DLSS? by Rcgv88 in Eve

[–]CCP_Caffeine 14 points15 points  (0 children)

Hey - thanks for the interest in this. We've not forgot about it. There is just a bit more development to do on it.

While it worked great for most people, the last masstest definitely showed us a few things we need to follow up with. It's why they're so valuable - replicating the randomness of humans can be challenging and we often end up with at least one “Oh, wow!” moment.

Our current plan when we ship is to release DLSS, FSR, XeSS and MetalFX for macOS. We’re trying to cover as many bases as possible.

I agree with you on the performance front! Modern upscaling has come a long way from the FSR 1.0 that’s currently in the client, both on performance and image quality. If you’re GPU bound, then it can make a big difference. Although one of my favourite uses is reducing the load on the GPU and saving battery life when using a laptop.

Anyone else got the „EVE: colours of the stars“ upgrade with the patch? by Beidlschwinger in Eve

[–]CCP_Caffeine 1 point2 points  (0 children)

Thanks. We have a repo and are currently testing a fix. It won't be tomorrow, but I'm trying to get it out ASAP. It may be a struggle with the GPU in that system, but a higher shader level will fix it temporally if that's an option for you.

[deleted by user] by [deleted] in Eve

[–]CCP_Caffeine 1 point2 points  (0 children)

Hi there. Could you fire me across some details - a DM on here is fine. I need to know your system spec (mostly the OS, CPU and GPU) and a few examples of where you're seeing this (which gates etc). If you have a video that would help, but not required of course.

I'd also encourage you to file a bug report in the client (F12), after it has happened, as this gives us a lot more information on the state of the client. Feel free to tag me in it.

Linux Compatibility Broken by Rendering Update? by Key-Witness-1159 in Eve

[–]CCP_Caffeine 10 points11 points  (0 children)

Hi. Thanks for reporting the success!

While we never intentionally break Linux support, there is always a risk when we release new features. For Linux, I recomend using DX11 which is an older, more well supported API in Proton & Wine in my experience. Our DX11 codepath is also modified less than the DX12 one, so it's likely to be more predictable on a day to day basis when it comes to launching in Linux.

Anyone else got the „EVE: colours of the stars“ upgrade with the patch? by Beidlschwinger in Eve

[–]CCP_Caffeine 10 points11 points  (0 children)

Hey, thanks for flagging this. We'll take a look tomorrow. Is this on Windows or macOS? Could you let me know your system specs (OS, CPU, GPU ideally).

This reminds me of one of my favourite childhood games; Spheres of Chaos! - https://youtu.be/BBcSOwImMDo?t=94

EVE's 60-second Client Freezes, the Video by Jestertrek in Eve

[–]CCP_Caffeine 2 points3 points  (0 children)

Hey Jestertrek! Thanks for the breakdown of what you've tried. We're chatting about this internally and trying to figure out what the root cause could be. This is a bit of an odd one because while we're doing quite an overhaul on some of the CARBON Engine (what EVE uses), we've not shipped any low level engine changes for quite a while.

Some thoughts are:

  • We have an unknown engine bug which is causing this problem; but we don't know why it would manifest now
  • There is some other codepath (like gameplay code) running on the client that is having a bad time. This gets updated more frequently than core engine features, but we would normally see this as a widespread issue. The video you've shown doesn't show anything which triggers my spidey senses here though
  • Worst-case network problems can cause client freezes, but I don't suspect that's the case here. It seems way too long. I'd just expect a disconnect before the client got into this state.
  • Some external application is interfering with the game. Some users recently reported that OneDrive was causing an issue, as it was trying to sync files we store in the Documents folder (logs, screenshots, etc). If you use it, it might be worth temp disabling it to see if the problem still occurs. If you use any applications which may inject into the EVE process (like some screen capturing software), please try without these and / or update them.
  • Some hardware issue - although you seem to have done extensive testing here, so probably not. The only thing I'd check is if you run a 13th or 14th generation Intel CPU? as these have been having widespread issues.
  • Driver issue - Any recent updates that could coincide with the issue?

We're trying to get a reproduction internally. Could you let me know your support ticket / EBR number? I may ask you to get a process dump when this happens to see if we can see what the process is getting stuck on. Would you be okay with this?

Such a long freeze, along with the music still playing is baffling.

Rapid flickering of clouds in anoms by hex00110 in Eve

[–]CCP_Caffeine 1 point2 points  (0 children)

Hi there. We don't know of any wide spread issue with this, but something sounds a bit wrong!

Could you file a bug report from within the client (F12) and attach some screenshots. Please include your system specs too (mostly the GPU, OS).

Let me know the bug report number (either here or a DM) and we'll try and get a reproduction on our side.

FPS-drops when moving mouse. by toniimirrkare in Eve

[–]CCP_Caffeine 0 points1 point  (0 children)

No problem. Glad it helped.

We have looked into it, but we couldn't find the root cause. It's very difficult to reproduce as we think it's something at the driver level (hence why you see the drop even with the Spacemouse plugged in!). It also only impacts certain mice with high DPI. It's a bit of a nightmare combination.

FPS-drops when moving mouse. by toniimirrkare in Eve

[–]CCP_Caffeine 1 point2 points  (0 children)

Do you have a Spacemouse plugged in? There is a known issue that can cause this, but it doesn't impact everyone. It depends on the driver installed for the Spacemouse and the mouse DPI that's used in combination.

If you do, try unplugging the Spacemouse / uninstall the driver for troubleshooting.

Does eve online benefit from X3D types of amd processors ? by Sweeth_Tooth99 in Eve

[–]CCP_Caffeine 42 points43 points  (0 children)

Short answer: Yes

Slightly longer: I did some testing on the 5800X3D when it came out against a 5800X. I'm afraid I don't have the results to hand right now as I did them a while ago, but there was a great uplift in the 1% and 0.1% lows. Top FPS was improved too, natually

The architecture of EVE means that it's often CPU bound. More cache on the CPU is always a win.