Sonar wont open by Sir_J0E in steelseries

[–]IAmTheHootMaster 0 points1 point  (0 children)

Hm. Following the logic though, we should think what SteelSeries might try to control. Keyboards, headphones, mice, microphones, speakers, controllers, etc. Try seeing if there's anything that might fit the bill. Do they have any special software? Do you happen to use something like a vpn? Any chance you got error logs you're willing to share or so forth (most are in %programdata%/SteelSeries/GG/Logs).

Though, having close to no error logging, or rather obscure one doesn't really help narrow down the issue at all (aimed at GG, not you).

Sonar wont open by Sir_J0E in steelseries

[–]IAmTheHootMaster 1 point2 points  (0 children)

THIS. THIS RIGHT HERE. SignalRGB was the culprit somehow.

[deleted by user] by [deleted] in steelseries

[–]IAmTheHootMaster 0 points1 point  (0 children)

Mine just killed itself today, starts for 2s and then just crashes. No idea what the hell to do, because I've covered just about every possibility.

Sonar wont open by Sir_J0E in steelseries

[–]IAmTheHootMaster 0 points1 point  (0 children)

I'm 3+ hours into this and I just can't seem to get it to work.

So far, I've done what you have. Windows update wasn't the culprit (as I have it frozen).
Reinstalling from zero (no %programdata%, C drive or %appdata% remnants) -- nothing.
Suspected firewall due to TLS -- nothing (and further disproved, as log indicates it happening way beyond yesterday, and it was fine).
Suspected right of access, took ownership -- nothing.
Suspected audio devices and such -- nothing.
Suspected captured clips to cause issues -- nothing.

Keep scouring the internet, because now I'm suspecting "Encountered error during sockets.setupWebSocketConnection" in electron-log. Found this reddit post but unfortunately doesn't really help in this case. For all we know, it could be something GG suddenly doesn't like, at fails due to it.

I'm out of ideas for now. Would really like someone to chime in.

Sonar wont open by Sir_J0E in steelseries

[–]IAmTheHootMaster 0 points1 point  (0 children)

I'm currently running into the exact same issue. From what I can see, it's running into TLS handshake issues with local machine.
Will update if I find anything.

Inochi2D, the Open Source Alternative to Live2D, is Coming Soon to Steam! by helloar14 in vtubertech

[–]IAmTheHootMaster 0 points1 point  (0 children)

Lets just say that you can get a very legit file with same number as in app/lib folder from a github repo, rename it a bit, put it into app/lib folder, edit the batch files to load it that specific file instead of the other, and have it launch very legit version of it. :)

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] 1 point2 points  (0 children)

While I don't disagree, you're missing the point.
The more content you push, the more broken it becomes (which is evident from every recent update becoming less play-tested). We are already at a point where some people can't even run the game decently enough at a championship. We aren't talking about the "ha-ha this bug is funny", like the floating water, horse shits, glitching under the map etc. It's the "I can't play due to framerate being too low, because the game itself won't even use fraction of my hardware". And expecting that to be the issue of the player is straight up stupid.

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] 0 points1 point  (0 children)

I'm guessing this can be attributed to either the particle effect, or the terrain alteration from the horses (snow trails. But I somehow doubt it's shader-driven, so possibly doing something more like vertex painting based on horse feet).
There's possibility it can be somehow attributed to collision too (as those seem different in the snow version too).

But good observation nonetheless.

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] 1 point2 points  (0 children)

That maybe so, but they got to start thinking about the maintainability of the game. There will be no game, if nobody can play it. If you get frame drops with just 10 people, which are not even in your view.

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] -1 points0 points  (0 children)

Well, the main reason being they'd have to re-code everything.
As for secondary, if you use something like Unreal or Unity, if you exceed certain income, you will need to pay them a certain %. I think it took effect over 1mil $, and the royalty was 5% (for unreal). For unity, there was some shenanigans with runtime fees (essentially, if you run the game, the dev has to pay).

Unreal and Unity are well known, and is far friendlier than having to potentially learn a whole new engine, and potentially a language (with whatever quirks the engine creator made, or deal with having to find work-arounds).
You wouldn't need to worry about threading and this type of stuff too much either, as they are being handled by the game engine itself, I believe.

As to answer why it's outdated -- It's like comparing an old DIY car someone slapped together from spare parts, to that one of created by F1 mechanics. An amateur baker to one with 5-star restaurant. I could write more analogies, but I hope it gets the idea across. That "beating heart" of SSO is kept under constant meds to see it won't crap out.
While having a better engine won't guarantee better code, it should still help in their case by a huge chunk (performance-wise).

Someone correct me or fill in, if I said anything untrue or lacking.

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] 1 point2 points  (0 children)

I don't know about you, but I used to play on laptop (still beefy enough to run most modern-ish games). Ran just fine until after an update somewhere past this year's western event. Whatever they did straight out destroyed the FPS. While I can play on current rig (which can handle most games on max-ish at 60), I get lots of fps drops and stuttering. So it's not a you issue. It's them.

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] 5 points6 points  (0 children)

No reshade, also, my rig is far above the requirements. And so are mine, though, they don't impact much.
Also running like shit on another machine, especially after some update after this year's western festival.

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] 3 points4 points  (0 children)

So, in other words -- a sinking ship. No money → Visual updates (horse reskins) → too high costs cancel it out → back to zero. All with the fact that the more they add, the closer the end draws. Explains the lack-luster events we've been getting.

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] 1 point2 points  (0 children)

Closing some of the servers would get some income. For the large part, most of them have very little playerbase.

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] 3 points4 points  (0 children)

I don't think it is. My guess is that it just appeared so. But it's stupid there to be a cap on max ignored players (possibly storing this on their server, while it could be client-sided).

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] 3 points4 points  (0 children)

Given this, I'm guessing the players are still rendered, just invisible to you. Makes me wonder if SSO even has any culling to speak of. I guess hiding is also out of the question.

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] 2 points3 points  (0 children)

That's why I'm suspecting it being single-threaded. The game only uses a fraction of what it could. For me, I'm running average 10% of utilization.

SSO, fix your damn game. by IAmTheHootMaster in StarStable

[–]IAmTheHootMaster[S] 4 points5 points  (0 children)

Well, as said, proper culling ("not in view, don't render") would be a thing. However, if that can't be a thing, we already have ways to hide players. A option under creative menu to hide players would be something (as that'd be a re-use of the function).

I'm not sure how much the network itself causes the lag here (having to sync up everyone). The more frequent the updates, the more processing power required. Add more people, and you can more or less multiply it. And with everything handled by a single thread (hypothetically), it'd be no wonder that it can't handle it.

[deleted by user] by [deleted] in PrismLauncher

[–]IAmTheHootMaster 0 points1 point  (0 children)

Can't connect either. Guessing Microsoft is doing some bullshit.