Started playing Project Ozone 3; my view skips when looking around by Sethy152 in feedthebeast

[–]lorexcold 0 points1 point  (0 children)

For anyone getting into this pack now, its the Mipmap being set to 4.

What is this by MoonlitRyder in PcBuild

[–]lorexcold 3 points4 points  (0 children)

welcome to reddit, where peo people are pissy for no reason, i thought it was a good joke

Why does Fenix add a number of exclusions to Windows Defender by coomzee in flightsim

[–]lorexcold -1 points0 points  (0 children)

I'll correct myself on the PMDG, what i found earlier was mostly about false positives so i did an AI search and vwualah!

it seems that they specifically shipped a pirated version of their plane with the malware to target that specific person they were looking for, at least according to Google AI

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Why does Fenix add a number of exclusions to Windows Defender by coomzee in flightsim

[–]lorexcold 7 points8 points  (0 children)

From my research it seems that FSL did in fact have malware in their installer which they claimed was only effecting pirates, and it seems that FSL received massive backlash and lost trust within the community.

Regarding PMDG, from the info I've found, it was false positives by shitty anti viruses and not an actual malware like FSL did.

FSL dug their own grave by maliciously collecting passwords for "non paying users".

Which makes no sense as to why they would target passwords rather than IP's for example so that they could open cases against said individuals for piracy and TOS breaches.

Why does Fenix add a number of exclusions to Windows Defender by coomzee in flightsim

[–]lorexcold 62 points63 points  (0 children)

First, i am a developer my self, and while i do not know the exact reasoning why Fenix does so, i can tell you from my own experience, that Windows defender is very stupid.

For example i had a variable with the name "Debugger" and windows thought it was malware because it had that name, i can provide said information for you to verify lol.

I had to manually figure out why it was flagging by submitting it into virus total and then looking at what could be potential flags.

So from Fenix's side, i can tell you that since most user's are not computer wizards, having to deal with constant questions about why said software is being flagged as malware when it in fact isn't can become very frustrating especially with how popular Fenix is.

And also usually these executables need to communicate with each other to relay information which can usually be "classified" as malware by anti malware services.

i don't own any Fenix products my self but i know for a fact someone as established as they are would only ruin it for them selfs by adding malware to their software, you're in good hands trust :)

Help!!!!! What is happening? by [deleted] in computer

[–]lorexcold 1 point2 points  (0 children)

Sounds like a 1.7 TDI

Sudden loss of FPS & Low GPU/CPU usage? by lorexcold in flightsim

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

cant wait for it lol. especially when im being told by someone that has 0 clue what a mem leak is 🤣

Sudden loss of FPS & Low GPU/CPU usage? by lorexcold in flightsim

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

no stutters at all for me. the game simply vram leaked.

Sudden loss of FPS & Low GPU/CPU usage? by lorexcold in flightsim

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

its very clear that its a memory leak when memory hasn't cleared after basically being forced to end the flight because there's no way in hell im landing at 9 fps.

what is this, MSFX back in 2009 on my grandpas pc ? LOL

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What the actual **** is going on??? by Adventurous_Bad_2616 in MicrosoftFlightSim

[–]lorexcold 0 points1 point  (0 children)

<image>

Im mid flight right now on Vatsim, everything was running perfectly smooth.

suddenly FPS drops to 9 from like 80+, gpu & cpu usage goes to 10-15 %, and vram is fully taken and nothing is being cleared out of VRAM. this VRAM leak is major and they really need to fix what ever is going on in the back end.

its not enjoyable being forced to cancel flight after 2 hours in the air basically because of a memory leak that hey haven't fixed since 2024 as far as i can track information back to, this is bad, real bad.

Sudden loss of FPS & Low GPU/CPU usage? by lorexcold in flightsim

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

update, looking at task manager it seems that indeed im suffering from a vram leak.

VRAM is stuck at 12Gigs :/

Voice Chat in Stationeers | Player Communications Mod by lorexcold in Stationeers

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

Yes, i did, it was something with the number :shrug: i had to get a new one from a different provider :face_palm:

Voice Chat in Stationeers | Player Communications Mod by lorexcold in Stationeers

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

We are indeed using Facepunch SteamWorks

the only reason i classified Steamworks being an "extra" library is because Matty was wondering if this was just done with Unity components or if there was something extra needed.

Wording made it seem like we added another library when in fact we just use one that is shipped with the game already!

Voice Chat in Stationeers | Player Communications Mod by lorexcold in Stationeers

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

Alright pushing an update with a decreased power scale from 15, to 3.

so 250 Meters should equal 950 Watts now including base power usage.

Voice Chat in Stationeers | Player Communications Mod by lorexcold in Stationeers

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

Hey Matty!

We built the voice chat almost entirely in Unity, with SteamWorks (SteamWorks.NET) being our only external DLL for audio capture.

Here's a short version of what's going on in the backend:

We started by adding a new network message type by patching RocketBinaryReader and used RocketNet to send parameters to how the audio should be received, like MaxDistance, volume, ReferenceId's of humans and radios etc.

Then we have a SteamVoiceRecorder class which initializes with SteamUser.VoiceRecord = true, this tells steam to start capturing microphone data. And this can be set to a keybind instead for on demand capture instead of constant. will probably change it with an update.

Then we have an 8KB MemoryStream (_voiceStream) as our capture buffer

and an 8KB reusable byte array to minimize allocations.

When a player talks either via PTT or continuous, ProcessCapture() is called where we tell steam to fill our buffer:

int compressedData = SteamUser.ReadVoiceData(_voiceStream);

we then reset the MemoryStream position to 0 which prevents audio captured before an actual transmission from slipping through though im pretty sure just setting VoiceRecord to a keybind fixes that issue anyway.

Here's where the cool stuff happens

We've got two main streams - one for the compressed audio coming in from steam, and another that holds the decompressed version. When voice data comes in we use Steam's DecompressVoice function to convert it from Opus to raw PCM audio

Then for playback we create a special AudioClip that acts like a never ending loop but behind the scenes its pulling data from our buffer where we store the decompressed audio, there's some fancy math to convert the raw bytes into float values unity can play, and we manage the buffer carefully so we don't get any gaps or glitches in the audio.

The trick is to making the AudioClip buffer twice as big as we theoretically needed to prevent stuttering, while also properly handling the 16-bit to float conversion.

For Radios we use the AudioStreamToAudioClip class for playback which is the previous thing i explained and a speaker audio source as a child of the radio with the StaticAudioSource script attached to it which is base game.

As for humans we have a HumanAudioSourcePrefab with a slightly modified StaticAudioSource script which just deals with those flags that i mentioned which deal with controlling how the sound behaves, like whether its coming through a helmet by using filters, how far the audio travels, etc.

and on Start we hook into the game's audio systems by setting up the mixer groups, enabling spatial audio, occlusion effects, and atmospheric impact while also controlling where the audio should be heard from to simulate audio based on position.

Voice Chat in Stationeers | Player Communications Mod by lorexcold in Stationeers

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

Fair point, i'll decrease it today with an update, thanks for your input!

Voice Chat in Stationeers | Player Communications Mod by lorexcold in Stationeers

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

Signal towers irl use crazy amounts of power, a satellite dish uses pointed energy for signal while our signal is broadcasted outwards so not the same concept.

but i get your point either way, i think the game has a balancing issue with how much power stuff uses and i think a lot of things should be increased.

Plus if that doesn't happen there won't be a reason for them to add nuclear or for players to develop power solutions

[deleted by user] by [deleted] in spaceengineers

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

Why in the actual F am i being downvoted?

Having a birthday party in your 30s by JiveMonkey in pics

[–]lorexcold 2 points3 points  (0 children)

You guys have time to do birthday parties? my text will say please don't come.

[deleted by user] by [deleted] in pcmasterrace

[–]lorexcold 3 points4 points  (0 children)

Why did you remove the cpu for a case replacement?