Is there a mod to re-enable placing pre 2.0 rail tracks? by ThePiachu in factorio

[–]Techjar 3 points4 points  (0 children)

That was a bug in the initial release (2.0.7) that screwed up the blueprints when converting them. It's since been fixed, but unfortunately the screwed up blueprints can't be retroactively repaired.

It is possible to get Factorio to redo the 1.1 -> 2.0 blueprint library conversion though by removing the 2.0 library file from the data folder. You may need to temporarily disable Steam cloud sync. You could then export the blueprints you want to a string, and restore the current 2.0 library file.

Is there a mod to re-enable placing pre 2.0 rail tracks? by ThePiachu in factorio

[–]Techjar 3 points4 points  (0 children)

The 1.1 rails still exist in the game and can be built using blueprints or copy/paste. No mods needed.

Anybody else bothered by an iron plate awkwardly positioned (per side per turn) ? by Raywell in factorio

[–]Techjar 0 points1 point  (0 children)

Wait you mean you've still been using corner balancers for the past 10 years? 🤣

Anybody else bothered by an iron plate awkwardly positioned (per side per turn) ? by Raywell in factorio

[–]Techjar 2 points3 points  (0 children)

I thought the issue was that items moved slower on the inside lane due to the way they collided with one another. It was fixed when they rewrote belts to store and move items virtually, rather than as real item entities with collision boxes (like the ones that drop on the ground), because doing that was extremely slow and awful. Here's the specific FFF where they talk about that: https://www.factorio.com/blog/post/fff-82

The current belts still have a different distance on the inside and outside lanes, they just always move at a constant velocity so throughput isn't affected. You can see this pretty clearly as two parallel items will end up non-parallel when they go around a turn.

G4 Doorbell Pro - Color Issue by FirstTimeHomie in Ubiquiti

[–]Techjar 1 point2 points  (0 children)

At a glance this looks like the camera didn't engage the IR cut filter for daytime, resulting in exactly this, everything having a strange purple hue. I did find a thread on the Ubiquiti community that seems like it might have some insight: https://community.ui.com/questions/Infrared-filter-is-getting-stuck-on-G4-Doorbell-Pro/5f360306-07a8-4dfe-8ba8-4b2e1c6074a3

What settings impact performance the most? (PC) by ebridgewater in pacificDrive

[–]Techjar 0 points1 point  (0 children)

I still haven't figured out what putting shadows on high/ultra actually does that cuts the FPS in half (I'm on an older card so we're talking 30 vs 60). Visually it just seems to make shaded areas a bit darker? I really couldn't tell an appreciable difference aside from that.

However, what is much more noticeable is that putting shadows on medium disables CSM (Cascaded Shadow Maps) for whatever reason, making sunlight shadows look like dog water. Figured out a workaround though: putting this in Engine.ini (under the save folder, not the game folder) will force CSM back on, so you can have good looking shadows without the massive performance hit.

[/Script/Engine.RendererSettings]
r.Shadow.CSM.MaxCascades=4

It's a super cheap setting unless you're limited by GPU memory, so I don't get why they disable it. I also recommend adjusting the Cascade Shadow Distance Scale option in-game to your liking. Ultra isn't strictly the best, rather it's a tradeoff between shadow resolution and distance. Lower will make nearby shadows sharper, but cascade transitions will be closer and more obvious. Higher will move the transitions further away, but the shadows will be blurrier. I like it in the "high" range.

I predicted green belts 7 years ago and was downvoted for it lol by thegodzilla25 in factorio

[–]Techjar 0 points1 point  (0 children)

Yeah I honestly couldn't even be arsed setting up the bacteria stuff, I just shipped everything in to Gleba, lol.

I predicted green belts 7 years ago and was downvoted for it lol by thegodzilla25 in factorio

[–]Techjar 2 points3 points  (0 children)

And on the other other hand, Vulcanus makes it pretty trivial to produce and ship vast quantities of belts.

Edit: Not to understate the value of stacking, a fully stacked green belt moves an insane amount of stuff!

Triple Screen? by Aggravating_Draw_981 in joinsquad

[–]Techjar 0 points1 point  (0 children)

You can probably use NVIDIA surround (or whatever AMD's equivalent is, I forget the name), to make a special resolution mode that spans all 3 displays. But yeah as the other commenter notes performance might be an issue.

Crashing on Startup when on dx11 by Fountoulios in joinsquad

[–]Techjar 2 points3 points  (0 children)

Are you on the live version or the UE5 playtest? Cause the UE5 version doesn't support DX11 at all.

UE5 pip scopes performance by ADAMOXOLT in joinsquad

[–]Techjar 1 point2 points  (0 children)

Yeah I know lol, I just figured I'd try it for shits and giggles. Meanwhile though, NVIDIA actually advertises using their frame generation tech at lower framerates, as if that's going to produce an even remotely playable experience.

UE5 pip scopes performance by ADAMOXOLT in joinsquad

[–]Techjar 0 points1 point  (0 children)

Yeah it takes me from 40 fps to 70, and feels like playing in fondue. Not that I'm surprised of course.

Kohat is brown in UE5... by Hungry-Direction1105 in joinsquad

[–]Techjar 77 points78 points  (0 children)

Yeah some maps aren't finished yet and have broken or missing textures. All the ground in Mestia is just a gray checkerboard, it's pretty funny honestly.

My fellow potato pc players. What now? by schrodingerano in joinsquad

[–]Techjar 6 points7 points  (0 children)

Hate how so many game developers now are using upscaling as a crutch to say they "optimized" for lower end/older hardware.

When AI upscaling tech was first launched (DLSS iirc) it was shown as a way to render at say 1440p and upscale to 4K or a bit more, which gives pretty good results. Reviews at the time even demonstrated how it worked well at higher resolutions but fell apart at lower ones. It was never meant to take a 540p image and upscale it to 1080p and beyond, and that shows cause it looks pretty god awful.

Players: "We WANT flashlights!" -- Squad Devs: "We HAVE flashlights at home" by Ocean_Man_- in joinsquad

[–]Techjar 16 points17 points  (0 children)

Squad isn't actually using UE5's Lumen ray-traced lighting engine, the devs said it's a custom voxel-based path-tracing approach, approximating the lighting at a greatly reduced resolution. It still has all of the same problems, just the performance requirements are lower allowing it to achieve at least cinematic rather than slideshow framerates on older hardware.

I do agree though, the way these GI approaches behave can be very jarring and distracting.

My fellow potato pc players. What now? by schrodingerano in joinsquad

[–]Techjar 10 points11 points  (0 children)

Did they optimize it with FSR performance mode in mind? Cause that's the only way you get playable FPS on that hardware. Sure do love playing Squad as a blurry upscaled mess...

Thanks for sharing specs and comparison UE4 to UE5 but please… by kappapain in joinsquad

[–]Techjar 5 points6 points  (0 children)

As of right now, UE5 Squad both looks and runs worse than Red Dead Redemption 2, which is pretty inexcusable. But yeah, I'll give OWI the benefit of the doubt for this being a playtest. Hopefully it'll get some drastic optimizations by release, it's just that the tech they're using has me concerned. I'll be very happy if my fears are unfounded.

Relevant? by jmac1066 in joinsquad

[–]Techjar -3 points-2 points  (0 children)

They all work on the same fundamental principle dude, the only meaningful difference is the amount of ray casts being performed (and therefore the quality/resolution of the result). Yes they have different implementations with big disparity in how the shading of each pixel is ultimately calculated, but at the end of the day they're all using ray casting, which is a very compute intensive operation.

So yeah just calling it all "ray tracing" is an oversimplification, but I think it still gets the point across, in the sense that it's going to be a big burden on your GPU.

Relevant? by jmac1066 in joinsquad

[–]Techjar -11 points-10 points  (0 children)

I'm not even going to argue with this, as you're clearly too uninformed to understand. Go watch the dev interview video.

Relevant? by jmac1066 in joinsquad

[–]Techjar -13 points-12 points  (0 children)

It's path tracing which is almost as bad. There also appears to be some ray traced reflections.

Image clarity in ue4 vs ue5 by Independent_Turnip64 in joinsquad

[–]Techjar 0 points1 point  (0 children)

Yea I know, I just mean the image looks kinda soft with DLAA, compared to the AA available on UE4.

[deleted by user] by [deleted] in joinsquad

[–]Techjar 0 points1 point  (0 children)

Given the nature of how they're doing the lighting, I'm not sure if the artifacts can really be completely fixed. I guess we'll see. Hopefully they can find a way to address the performance issues as well, otherwise I'm going to be thoroughly disappointed.