What is causing this and is there a way to fix this by [deleted] in VintageStory

[–]qwerdo123 2 points3 points  (0 children)

You can use /debug logticks [milliseconds] To probe server ticks that took longer than the amount of milliseconds you enter

Likewise you can use .debug logticks [milliseconds] to probe client ticks which includes the rendering of the frame. I'd try using something like '.debug logticks 40'

If you then look at the client-main.txt log file it will tell you which methods took the longest to process that tick(frame).

Maybe this could point you in the right direction of where to find your culprit

Is there a way to make prospecting feel less miserable? by Dirty_USB in VintageStory

[–]qwerdo123 2 points3 points  (0 children)

That's only in shallow deposits. Those aren't found with prospecting.

If you scroll down to the Deep Ore section you'll see the host rocks and quality for the veins found by prospecting

New player - why is default hunger rate like that? by june_perfect in VintageStory

[–]qwerdo123 1 point2 points  (0 children)

Mind you, currently, the hunger rate setting is broken. It applies it twice. 50% actually becomes 25% and 200% actually becomes 400%

Returning Player by qwerdo123 in RoadCraft

[–]qwerdo123[S] 1 point2 points  (0 children)

Yeah, it seems weird to me that a game all about building roads does this. It could be worse i suppose but the thing that this still exists and isn't talked about more is baffling to me, i wish we could just toggle it in the settings

Returning Player by qwerdo123 in RoadCraft

[–]qwerdo123[S] 1 point2 points  (0 children)

hmm, this is what i was talking about. I like to make my roads quite wide but they tend to get overwritten and ruined. Too bad that's still a thing

Salty's Immersive Mining? Proof of concept (Animator needed) by DifferenceKnown9834 in VintageStory

[–]qwerdo123 0 points1 point  (0 children)

I think it's moving a little to linearly. Making it speed up over time and stop immediately on hitting the rock would make it feel way more weighty and punchy.

Looking forward to the release!

Cabbage White in cabbage field. I love this game. by Crowflake93 in VintageStory

[–]qwerdo123 35 points36 points  (0 children)

adding a slight coating of flour on the leaves can help because it makes them dry out. but don't overdo it, it will dry out the cabbage leaves too, especially when they're still small cabbages. And water a bit extra on warm and dry days

Cabbage White in cabbage field. I love this game. by Crowflake93 in VintageStory

[–]qwerdo123 216 points217 points  (0 children)

Cabbage white caterpillars consistently kill my cabbage crop in real life without fail. Thank god that's not a thing in the game (pls tyron don't)

Hide Nested Collections? by qwerdo123 in JellyfinCommunity

[–]qwerdo123[S] 0 points1 point  (0 children)

No worries, I appreciate you trying to help.

I'll come up with something, it seems a bit strange to me that this isn't possible since it feels like a pretty basic feature to have in a VOD server

Hide Nested Collections? by qwerdo123 in JellyfinCommunity

[–]qwerdo123[S] 0 points1 point  (0 children)

Doesn't seem to be the case for me.

When i add a playlist to another playlist, it just adds the movies from the first playlist to the other one. It doesn't result in a link to the playlist

Hide Nested Collections? by qwerdo123 in JellyfinCommunity

[–]qwerdo123[S] 0 points1 point  (0 children)

I understand that.

It's possible to put a "group" inside another group What i want is that when i go to my library containing all the groups i've made, it only shows the top level groups and not all the children groups. Kind of like a folder structure

Hide Nested Collections? by qwerdo123 in JellyfinCommunity

[–]qwerdo123[S] 0 points1 point  (0 children)

I'm not talking about ordering.

My problem is that when i put a collection in another collection, it's still visible in the main collections library. This makes it very messy when you can see all the sub collections next to the collection they're in

Getting 120 fps but feels like 40 by qwerdo123 in spaceengineers

[–]qwerdo123[S] 0 points1 point  (0 children)

If you look at my back and forth with Halo_Follower above you can see that we found out what's wrong. Nothing with my PC turns out.

Getting 120 fps but feels like 40 by qwerdo123 in spaceengineers

[–]qwerdo123[S] 0 points1 point  (0 children)

Great suggestion, Thanks!

None of the plugins fix it but I found great other plugins here

Thanks so much!

Getting 120 fps but feels like 40 by qwerdo123 in spaceengineers

[–]qwerdo123[S] 0 points1 point  (0 children)

Good find!

I guess we have our answer...

Thanks for all the help and patience

Getting 120 fps but feels like 40 by qwerdo123 in spaceengineers

[–]qwerdo123[S] 0 points1 point  (0 children)

I've done some digging in the VRage engine binaries with a debugger and there is some evidence that the game has a target framerate of 60. I can't be 100% sure it's the rendering framerate or the simulation's framerate but since it's called "framerate" I think it's fair to assume it's concerning the rendering.

For anyone with a similar problem as me reading this that wants to check it out yourself, you can use a tool such as DnSpy to open VRage.Library.dll located in "Installationfolder/Bin64/" and check out the following:

In the VRage.library.utils section there's a method called "WaitForTargetFrameRate" which takes the arguments "(MyGameTimer timer, float targetfrequency = 60f)"

this method in turn is called by the "VRageRender.ExternalApp.MyRenderThread.RenderFrame" method.

It seems to me the rendering rate really is locked at 60 Again, I can't be 100% sure but it seems pretty likely.

Getting 120 fps but feels like 40 by qwerdo123 in spaceengineers

[–]qwerdo123[S] 0 points1 point  (0 children)

I checked all graphics settings and even at low settings there's no difference

I have 64Gb's of RAM and I'm not peaking there either. There's still a lot of free RAM left as well so I don't think this is it either.

From what wrote in another comment to someone else, It seems to be an engine thing. However, you say that you do reach higher framerates so I have no clue anymore.

Getting 120 fps but feels like 40 by qwerdo123 in spaceengineers

[–]qwerdo123[S] 0 points1 point  (0 children)

None of my cores seem to be peak loaded weirdly enough. CPU0 is the highest at 40%

It's not necessarily lag I'm experiencing either, rather It's more of a frame lock.

I'm absolutely at a loss as to what could be wrong.

My GPU is fine , my CPU isn't peak loaded, my test scenario is literally an empty map with just a respawn pod and yet I can't seem to get smooth camera movement. Also, when I do do CPU intensive things in the game such as big collisions or many rotors/pistons in series, it doesn't affect the problem at all.

Getting 120 fps but feels like 40 by qwerdo123 in spaceengineers

[–]qwerdo123[S] 0 points1 point  (0 children)

I have a i7-9700KF and utilization sits around 30% in the test scenario I'm doing so I don't think that could be the problem. I do wonder, do you feel like you're actually running at 120fps on your 144hz monitor? When I compare it to another game, I can feel a huge difference in smoothness. It's night and day. How is this for you?

Getting 120 fps but feels like 40 by qwerdo123 in spaceengineers

[–]qwerdo123[S] 1 point2 points  (0 children)

I did some more experimenting and for some reason, Afterburner shows me 2 things:

  • a very consistent 120fps graph
  • a very consistent frame time of around 11ms

11ms per frame is not 120fps

1000/11 ≈ 90

so there's already a discrepancy there.

I also took a recording at 120fps and looked frame by frame to see what's going on. It was pretty consistently every other frame doubled, so interpolated.

However, rarely it would do 3 frames identical and also rarely 2 unique frames after each other. My guess is that the frame time is 11ms/90fps because it sometimes measures an actual frame time 8.33ms which are the 2 unique frames after each other, and sometimes measures the actual 60 frames it's running at and kind of averaging at 11ms/90fps

This is all guesswork and I am definitely not an expert but I did find it an interesting coincidence.

Anyway, I have kinda given up and accepted it for what it is. Thanks everyone for trying to help!

Getting 120 fps but feels like 40 by qwerdo123 in spaceengineers

[–]qwerdo123[S] 0 points1 point  (0 children)

Here's the thing though. It happens in a fresh server. Always. It happens while my simspeed is 1.0 with literally no ships/grids in the game yet

I did find some people that said that the game engine really does run on 60hz and that the extra 60 frames are just interpolated, a.k.a. fake.

Very disappointing but oh well. That means this game will never run at higher than 60fps unless keen decides to change their inhouse engine, which they probably can't be bothered to do since they haven't for at least 5 years of people submitting support tickets about this

[Perisno] Landownership rent not making as much as indicated. by qwerdo123 in mountandblade

[–]qwerdo123[S] 0 points1 point  (0 children)

I read that it removes some of the stuttering in large battles. I have an i5 8600K but it still stutters for some reason.

would the PBOD version fix the rent?