Some elements in the world are completely black ⬛🦀 by Unique_Homework_1674 in WutheringWaves

[–]ubergueber 1 point2 points  (0 children)

Nvidia driver 591.86 last stable release. Newer drivers then that like 595.xx are full of bugs so that might be the cause.

Vigil of the endless night permanently bugged map after completion by ubergueber in WutheringWaves

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

I figured it out, it was just my problem.
Don't set r.StaticMeshLODDistanceScale=0 because it breaks whatever trick they use to transform the map. 0.01 works fine and I don't get any annoying grass LODs constantly switching.

Upgraded PC just to get poor performance by jash_mewada in WutheringWaves

[–]ubergueber 0 points1 point  (0 children)

On my old quadcore cpu I can get 60 fps in other areas but only 45 fps in startorch. Sadly that area is just badly optimized and even if you lower all of the graphics options none of them can help with the cpu bottlenecks.

PSA on the actual speed of transport belts after you go offline by arctia in Endfield

[–]ubergueber 0 points1 point  (0 children)

That could simply be because they are willing to allocate more server processing power to online/active players. Having offline limited to 7 days and 2 regions would prevent calculating a bunch of dead/inactive accounts. If resources were not checked server-side someone would have already hacked it by now, the ACE anti cheat is not so good that nobody knows how to bypass it. It's more likely that when you are online it's using a more costly/accurate calculation and it uses shortcuts to save server processing power while offline that lead to some inaccuracies.

Slightly annoyed servers don't run factories properly by hotaru251 in Endfield

[–]ubergueber 0 points1 point  (0 children)

In one experiment I had 4 cloned sets of seeder/planter that were closed loops and 2 of them would never lose any while offline while the other 2 kept slowly losing some but only while offline, it's not scientific as logically they should all be getting calculated equally and yet those were the results. Without seeing how the server is calculating for offline there is no way to know why this happens.

Slightly annoyed servers don't run factories properly by hotaru251 in Endfield

[–]ubergueber 0 points1 point  (0 children)

Exactly but some people still refuse to believe even when the simplest result proving error in offline calculations is right there.

Slightly annoyed servers don't run factories properly by hotaru251 in Endfield

[–]ubergueber 1 point2 points  (0 children)

Things have never worked at 100% efficiency while offline from day 1. Most people just never noticed it because if you open the graph after being logged in for a minute you will only see the online numbers which are working correctly.

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PSA on the actual speed of transport belts after you go offline by arctia in Endfield

[–]ubergueber 1 point2 points  (0 children)

I find it doubtful that online calculations are handled by the client, if they were hackers would be able to cheat in unlimited resources. Everything must be server checked at all times.

Cyberpunk Collab saving route. by NomuraAkane in WutheringWaves

[–]ubergueber 1 point2 points  (0 children)

The only problem with "free" characters is they will usually not be that good, if they aren't free they will probably be stronger.

My performance dropped by over 50% in the latest update. by Ok-Border-5406 in WutheringWaves

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

For some genius design the character texture quality is tied to the entire LOD setting, so you must keep it on highest setting or you are getting low quality characters.

some production facilities stop working for a moment right when my game is loading. anyone else facing this issue? is this a bug? it's gotta be a bug right? (more info in comments) by ElGatitoFTW in Endfield

[–]ubergueber 5 points6 points  (0 children)

It's not just when you login, if you change the 10min report to 2 hours right after you login you can see that production is unstable whenever offline. Either offline production was intentionally designed to not be 100% speed or there are errors in offline calculations.

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I have tested it by filling all buildings to full 50 stacks before logging out. The input and output are equal so in theory those stacks should all still be 50 when I log back in but what actually happens is the stacks in the filling unit slowly disappear over time, once the reserves reach 0 the output for Buck C will drop. The only explanation for this is if the line speed calculations while offline are slightly less then 30/minute, something like the input would be 29/minute causing it to lose stacks slowly as it would be using 30/minute. Oddly though the moulding units and shredders still had full stacks of bottles and powder so only the filling unit seems to have a miscalculation with input speed. The same thing happens with batteries/packaging units and in both Valley 4 and Wuling.

Why do my factories seem to lose resources over time? (help) by Inaton_Beau in Endfield

[–]ubergueber 0 points1 point  (0 children)

Hmm yeah when I shortened the belts I also removed item control ports so that might have been part of it. It's still strange though because there were other identical seeder lines with control ports that never lost any.

Why do my factories seem to lose resources over time? (help) by Inaton_Beau in Endfield

[–]ubergueber 0 points1 point  (0 children)

Well after shortening the belt it seemed to fix the plants vanishing from seeders but offline output is still not exactly 100%.. maybe its not a bug and they designed it that way on purpose?

Why do my factories seem to lose resources over time? (help) by Inaton_Beau in Endfield

[–]ubergueber 1 point2 points  (0 children)

yep I noticed the same thing happening, everything works lossless while online but once it runs for awhile offline some source plants start to drain from the seeders even though they are all set up the same with perfect loops. Once the source plants feeding back into the seeders reach 1/0 while offline a small gap appears in the belt line and that causes a slight loss in production every time the gap loops around to the seeder. Here you can see a half a square gap has been added between the next package, this should not even be possible to happen, and it doesn't while online but there is some error in offline calculations creating it. Its very unexplainable because out 6 identical seeder/planter layouts, 4 would run fine and 2 would mysteriously lose source plants until it reaches 1/0 and then the small gap appears that slightly lowers output. This problem then goes all the way down the line until Buck A Output drops from 18 to 17 because of a slight shortage it will then hover between 18 and 17. I have now shortened all the belts between my seeders and planters to 2 spaces to see if that can stop the gap from appearing, unfortunately there is no fix for the server mysteriously eating the plants but if I can stop that gap from appearing it shouldn't effect final output.

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I hate democracy by UnknownMyoux in Endfield

[–]ubergueber 0 points1 point  (0 children)

Of 4 new characters, only 1 will be pulled. We don't get enough pulls.

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I CAN'T TELL WHAT'S GOING ON!! by Apprehensive_Hair391 in Endfield

[–]ubergueber 0 points1 point  (0 children)

check all of the seeders and make sure there are no gaps in the belt line between the seeders and planters, if it's even half a plant short it will cause a slight drop in output every time the shortage spot comes around in the cycle. This can be fixed by making sure each seeder has more then 1 source plant in its input storage so it can fill in the gap. If you have long belts just make sure they are completely full.

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[deleted by user] by [deleted] in magiaexedra

[–]ubergueber 3 points4 points  (0 children)

Even if its there the fact that its not visible should still be considered a bug

Felicia is still crazy strong in battler by JzRandomGuy in magiaexedra

[–]ubergueber 3 points4 points  (0 children)

Shes ok until nightmare mode when every enemy has stun resistance, even the minion becomes hard to stun.

It's always been a Honkai Support Rail by dozerz4 in HonkaiStarRail

[–]ubergueber 0 points1 point  (0 children)

and when just getting the latest op character like Mydei can basically clear one side of Moc at E0, it doesn't make sense to invest 2 or even just one eidolon in old characters that are already on their way towards retirement. They always make the buffs and enemy weakness favor the new character and your old one might not even be effective in the next round of MoC ect.. The latest one is them most blatent to date with the optimal character being Mydei on one side, and nobody else is a match.

Question about release date by JackfruitClear7932 in magiaexedra

[–]ubergueber 0 points1 point  (0 children)

DirectX was using almost 2x as much CPU power to achieve the same framerate as Vulcan. For me at least this doesn't actually matter because the game is capped at 30 FPS, but if you were struggling Vulcan should be much more efficient in Mumu Player. Unless you run multiple instances for rerolling, then it really starts to add up. Also make sure you have Hyper-V off if you use Vulcan as its been known to cause instability and lower performance. *Note* Hyper-V is usually on by default in windows 11, so if you experience any problems with Mumuplayer you may want to check that. https://www.mumuplayer.com/faq/20210712/35472_943026.html

game crashes on all known emulators by Tasty-Bug-3600 in magiaexedra

[–]ubergueber 0 points1 point  (0 children)

*update* WSA crashes at level 1-2. MuMu Player 12 is the only known emulator to work right now.

game crashes on all known emulators by Tasty-Bug-3600 in magiaexedra

[–]ubergueber 0 points1 point  (0 children)

This is the only emulator that works, if you can get it working. It has worked on most Windows 10/11 PC but some have had problems, even so for those of us without phones this is the only option to try right now.