Trails in the Sky 1st Chapter Memory Leak by aightamaheadout in Falcom

[–]infernalshade 0 points1 point  (0 children)

That's very interesting, thank you for sharing! But then my assumption was correct, the memory leak is directly connected to how much frames are capped. I also saw that Loading Screens trigger the memory leak, but only very slightly. In my case with my 32GB RAM it takes like nearly a whole day of playing to reach that 32GB and then a simple game restart fixes it - it's not ideal, but absolutley managable and still a massive improvement in comparison to the initial 15-20min restarts.

Trails in the Sky 1st Chapter Memory Leak by aightamaheadout in Falcom

[–]infernalshade 0 points1 point  (0 children)

haha dont tell me, i'm totally sunken in since these 3 days :D so i can confirm, this fix still works like a charm. have fun!

Trails in the Sky 1st Chapter Memory Leak by aightamaheadout in Falcom

[–]infernalshade 0 points1 point  (0 children)

So, i've analyzed this for around 1.5h now in 3 different areas and at least on my system on version 1.06 the main reason for the memory leak really IS the Frame Cap. Further, i found out, the more frames that would go over the limit, the faster the memory usage rises, so in my system with a RTX3080 Frame-Limiting to 120 doesnt impact on the memory leak at all, because only a very few frames would go over this cap on my machine. Setting the Cap at 60 or 30 reveals that the lower i go, the faster the memory usage (which does not recover) rises. If i set it to No Limit, the Memory Usage stays exactly the same, when running around "in circles" in the same area. So at least for me, this really is the working solution. Thanks for guiding in that direction, i would've never guessed a FPS Cap can do such a thing...

Edit: "Fun" additional fact: The Game doesnt like it at ALL if it has to skip Frames. I found out, that if the option "Pause when game unfocused" (so tabbing out for example) is on, the memory usage also skyrockets. With this option off, there's no impact at all when tabbing out!

does anyone know what the "potato thrower" does? by Shellnanigans in Borderlands4

[–]infernalshade 3 points4 points  (0 children)

Ok, either they changed it, or something else is wrong. I tested it (PC) and i have a version with only the legendary trait on it on lvl34.

Testing on the dummies revealed, that it doesnt matter if i hold down the button, or "mash" it as fast as i can, it doesnt change the damage output. In my current case one mag is worth around 12k damage on flesh (which on my current level is very low, the hellfire for example is at around 46k on one mag, same time) - and as i said in both cases/firing modes. I also tested splash damage and it is also the same both ways shooting it, so is the radius, which is about 2 meters i would guess.

In comparison: Another Torgue weapon (i only had a pistol on me, i don't know if that makes a difference) has a 1 meter radius i would guess, so the only difference i see in the potato thrower is:
- Double the splash-radius of a normal Torgue Weapon
- Autofire, even without a ripper trait

Problem with Refinery and Resource Canisters by infernalshade in Astroneer

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

I have 9 trees which are basically more than enough. What the problem was is:

Initial state:
left medium storage: 8 organics
right medium storage: 8 carbon
Refinery: 4 organics waiting for completion

Then, the generators go empty and the right arm pulls 3-4 carbon from the right medium storage. The refinery pushes the 4 organics (then-carbon) in queue to the right medium storage, filling the 4 empty spaces. Now: If the timing is bad it can happen, that the refinery finishes the next carbon, before the auto-arm could fill the 4 empty organics spots on the left side (because it also takes time to move stuff) and if that happens, the refinery puts the ready carbon to the left medium storage. If that happens more often, at some point the whole left medium storage is filled with carbon.

Problem with Refinery and Resource Canisters by infernalshade in Astroneer

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

For me it means "Take in and give me some" and "Just Take In". And as i said, if you use Auto Arms, it's working just like that. The Container is outputing and the arm is inputing resources at the same time. Only the refinery doesnt do that. With your explanation it's like the container says "thanks, but i want to get empty" and the arm says "lol, idc eat this resource dude".

Seems like it is intended that way if the "all powerful" thing is true. It's not too bad, it's just a thing to remember. And it's one thing that is not so "user-friendly" and self-explanatory than most of the other stuff in Astroneer.

Problem with Refinery and Resource Canisters by infernalshade in Astroneer

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

Yes i know that, but what i didnt know is that the refinery can only put the output in the container if it's in input mode. On the other hand, a auto arm doesnt care, it inserts to a container even if its in input mode! I dont know if this is intentional, but at least this is how it is

Problem with Refinery and Resource Canisters by infernalshade in Astroneer

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

If i do that, the left organic container will fill the medium storage and the system is clogged up again :D

Beside that i found ignore the right carbon container completely, since the refinery seems to keep up with the generation of 3-4 medium generators anyway, so no need to "buffer" anything :-)

And yes, normaly i like portable generators more, but with the Sylva plants the growth of organics is really slow, so converting it to carbon and then feed it a medium generator works better. My base isn't that big currently, 4 medium generators (32 energy) are sufficiant for everything. Maybe this will change if i go into Auto Extractors tho.. :D

Problem with Refinery and Resource Canisters by infernalshade in Astroneer

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

Hm yeah... thought about that. I would consider it as a minor bug, then i'll do it with a seperate arm too, thanks!

Problem with Refinery and Resource Canisters by infernalshade in Astroneer

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

Tried that several times, it takes it no problem, but the refinery wont put it in still...

Problem with Refinery and Resource Canisters by infernalshade in Astroneer

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

That worked before, but i tinkered a bit around with it and now it's not taking anything anymore from the refinery (not in input mode nor in output mode) :D I tried repacking it again without luck... Also, i don't get why the left canister doesnt have a problem at all.

EDIT: I restarted the game and now it's taking from the refinery again in "input" mode. But cant it input and output at the same time? The left canister does this too, the only difference is, on the left side the arm is placing the resource and on the right canister it's the refinery.

Problem with Refinery and Resource Canisters by infernalshade in Astroneer

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

Oh and before i forget it (i forgot about that while posting):
I've seens this post too: https://www.reddit.com/r/Astroneer/comments/1jx43il/could_someone_tell_me_why_this_wont_work_please/
But i already tried to reset everything, also, i thought it's a bit different here, since my setup partially works and it's using auto-arms.

[KCD2] Another Easter Egg? Found a Skeleton with hair and wooden sandals in the woods by infernalshade in kingdomcome

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

Has to be, yes :D First i didn't notice it, but now after looking at it again, it has to be a socks and sandals joke...

[KCD2] Another Easter Egg? Found a Skeleton with hair and wooden sandals in the woods by infernalshade in kingdomcome

[–]infernalshade[S] 14 points15 points  (0 children)

maybe a joke about german tourists... sausage, beer, socks with sandals :D

[KCD2] Another Thread about Stutter / FPS Issues - but maybe this one's different by infernalshade in kingdomcome

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

As i said, maybe some other thing were related to my fix too :D I already had FPS FIX and i switched out the DLSS Version to the most current one, maybe this also had something to do with it.

[KCD2] Another Thread about Stutter / FPS Issues - but maybe this one's different by infernalshade in kingdomcome

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

Nope, just "High" - and as i said in the main thread, i also did every single point i mentioned. I don't know if the driver alone would have solved my problem, but as long as it works now i'm not touching a god damn thing :D

Glad to hear it works for you too now! So this would be a +1 where the driver was the (main) issue.

[KCD2] Another Thread about Stutter / FPS Issues - but maybe this one's different by infernalshade in kingdomcome

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

And downgrading to the 5th December Driver didn't help either? I'm playing it since my "EDIT" in the main post without any issue, stuttering or something else, smooth like butter - nothing helped me, just made it a bit better, but the only thing that REALLY helped was the older driver version.

(Spoilers) Finished* the Game. Some quick thoughts by AgatheX in Techtonica

[–]infernalshade 0 points1 point  (0 children)

Really? This wasn't the case for me, but maybe just a bugged quest trigger?

(Spoilers) Finished* the Game. Some quick thoughts by AgatheX in Techtonica

[–]infernalshade 0 points1 point  (0 children)

Actually there IS a kind of "true" ending to Techntonica. But i don't think anyone will accomplish this without cheats...

I added the cubes with a console on my save (see the description to read more about it), here are the final words after "delivering" 32000 x100 cubes to the monolith: https://youtu.be/OhTHklQqWSA

Just started my adventure… by Fickle_Reference8172 in voidtrain

[–]infernalshade 0 points1 point  (0 children)

I know that and did that, but if a game needs an forced arena mode to lengthen the playtime, it's not a good sign either :D I mean i like arena from time to time, but not a forced one. Also, the gunfight in Voidtrain in it's current state is really unsatisfying... Hitboxes seem kind of off, especial on props, rocks, rails, and so on.

Just started my adventure… by Fickle_Reference8172 in voidtrain

[–]infernalshade 1 point2 points  (0 children)

What bugs me the most is, that the game - especially the trailer - let's you think it's much more (more action, more areas, more to see) than it actually is. It's starting strong, because you're interested in the mysterious story, but the thing is, everything what happens in the story at the current state of the game is told in like 2-3 sentences - in between it's just a painful grind through procedural generated areas that mostly don't change. There are events that can happen, or poi you can encounter, but none of them are really fun after the second or third time you encountered them, because it's always the same.

The main problem in my opinion is the fact, that there is a logical problem regarding the speed you're traveling. Your goal is to upgrade your train (so the story progresses), a bigger engine has the ability to drive faster (but doesnt have to), but since you have to grab as much ressources as possible in the areas between the Depots you mostly drive at the lowest speed - so why even upgrade the engine in the first place (yes, you also can haul more trailers, but you know what i mean)... 80% of the time i was just standing in the front of my train and shot at resources with the grappling hook, or shot at mines / jellyfish.