51

(22 replies, posted in General discussion)

Most of what you listed there is heavy content work and has little to do with shader versions. Also most of these would be small, incremental updates to the existing visuals at huge development costs.

System wide changes however that don't require any of the current visual assets to be heavily modified can update the look of the game drastically without stretching our already worked to death content team even thinner. These are the kinds of changes that can benefit from the change in shader models and will result in a much bigger visual upgrade than "look there are now dustclouds when I walk".

That being said many of the things you mentioned are on our todo list as well.
Part of the content team is already working very hard on addressing the current issues in order of priority (as you've seen with the revamped Arkhe), and the rest are creating new gameplay content so that the game also evolves. With such a small team we need to prioritize tho.

52

(22 replies, posted in General discussion)

Annihilator wrote:
DEV Zoom wrote:
  • Change: Intrusion is now more awesome.

  • Change: Shader Model 3.0

a month has already passed

Working on it, that post was an early warning for players, not a deadline.
We got to the point where we might completely revamp the whole lighting system for the game, which is quite a huge undertaking. I'm still very heavily in research mode, but the stuff currently on the table is a more detailed terrain engine, updated water graphics (with sky reflection as anything more would be mostly overkill for Perpetuum) and moving the skybox to a realistic atmosphere model (which would involve the mentioned lighting revamp). I'm taking screenshots of the development for a lengthy blogpost later on, but nothing is set in stone yet.

53

(4 replies, posted in Q & A)

Screenshots would be appreciated - please make sure to send one of your graphical settings as well.
Teleports and bases are visible from far away as they are the most important landmarks.

Also please test the game at the highest possible resolution supported by your laptop and at 1024x768 and let me know the change in framerate this produces (showfps 1 console command, please use the ms value and NOT the fps one)

54

(16 replies, posted in Feature discussion and requests)

Annihilator wrote:
DEV BoyC wrote:

The new console command 'setcameramode' will be included in the next update.

will it enable the free camera that you have on DEV client?

Yes it enables the two options that are available in the dev client.

55

(16 replies, posted in Feature discussion and requests)

The new console command 'setcameramode' will be included in the next update.

56

(16 replies, posted in Feature discussion and requests)

You wouldn't be able to see outside your robots range anyways as that information is simply not available to the client. We'll look into how this would affect the game and if it's nothing major we can enable it.

57

(16 replies, posted in Feature discussion and requests)

Alex sadly that feature is an ugly hack we used to trick the client into thinking it's communicating with the server. To make that feature viable for regular use we'd need to redesign the whole client around it which won't happen as it's just too much work for a non strictly gameplay related feature.

Annihilator wrote:

i got a disconnect on docking a terminal.
though, only one time yet... will post if it happens more often.

Please only post client crashes here. Disconnects and lag are a completely different type of issue.

So how is the new client doing guys? Need some feedback.

My whole weekend was spent restructuring the memory management of the 3D engine which resulted in a _huge_ reduction of the operative memory consumption on the scene graph. (12 MBytes vs the former 350) While the server guys are still working on the patch we'll be testing this client as some new problems might always arise from a major architectural change like this.

Do note that the top memory consumption of the 3d engine was at around 400 MB, so all in all this means a 200 MB reduction in memory use of the client tops.
Also the patch has been delayed until we fix the issues that have come up, a few days probably.

Found a way to cut the operative memory use of the 3d engine in half. This will also deploy with tomorrows patch and should help some more with the memory issues.

Yes, most of the current crashes people experience are due to the client running out of memory, that's why I spent the whole last week looking for any memory leaks or memory pooling issues. None were found, but the client does pool up memory in certain places to speed up the zone changing process - these pools are now reset each time you teleport and so the memory usage pattern will be a lot more consistent at the price of a few seconds of extra load time.
We don't have a custom memory allocator in place.

The new client that fixes some issues I found will be out with the patch on friday. As I didn't find a definite cause of the problems this might only help the situation and not fix it completely yet. Game stability is still top priority and we're working on it constantly.

These settings are not the cause of the issue, but they can relieve the memory pressure and therefore fix lots of the crashes.

66

(1 replies, posted in Resolved bugs and features)

To reduce current memory related client crashes, you can do the following:
1. turn off shadows
2. turn off rendering of decorational plants
3. set draw distance to the middle or lower setting

I'm updating on the situation in the other thread, please post in that one.
I'll lock this thread for simplicity.

Update: I've managed to find a bunch of allocated but not used memory that has been cleared (which will lighten the client by about 120-250 mbytes depending on shadow settings), but there is no clear indication of a memory leak or memory pooling issue in the client anywhere. It is clear from the diagnostics however that the 3D engine consumes by far the most of the memory, especially when cranked up.
So for those of you experiencing frequent crashes my current suggestions are to
1. turn off shadows
2. turn off rendering of decorational plants
3. set draw distance to the middle setting (which would be the default anyways, above that are the "overkill" and "are you out of your **** mind?" settings)

These should reduce the memory footprint of the 3D engine and thus reduce the possibility of the client running out of memory.
Also, to help my search it'd be helpful to know what those of you who crash are usually doing because we might still have a memory pooling problem with some sort of activity that I didn't test for.
Useful information would be:
-islands you visit when crashing
-things you do when out and about when crashing
-time you spend with various activities
-about how many people are around

If these are things you feel are corporation secrets or similar, feel free to PM me here with the info.

In the meantime tracking the memory issues is still under way, and I'm generating pretty graphs like this one. I'll explain it all in a blogpost once we solved the problem.

We found the cause for the teleport/dock disconnects while doing the memory profiling - that issue seems to be resolved, and the fix will go out with the next client.

Yeah, one of the issues was that the memory tracker was running out of memory smile Now I'm dumping the data to the hdd to analyze later - says a lot that the first dump was 35 gbytes by the time I got to the login screen.

Norrdec I'm actually working on such an in-client tracker as we speak, the problem is that it reduces the performance to a level where I'm happy if it gets to the terrain in 20 minutes and reaches 2 seconds per frame speeds.

Yes, the 32 bit architecture of the client is what's causing the issue - a single 32 bit process on any windows system can't use more than 2 gigabytes of memory as it simply runs out of address space (this is because 32 bit applications use 32 bits to point to a memory block, which equals to 4 gigabytes, but half of that is reserved by the system to manage the process). Running multiple 32 bit applications on the same system means that each will be able to use 2 gigabytes, so photoshop and your browser can work side by side without issues. (And if your physical memory would run out the page file comes into play yes)

As for the landmass being the problem that's just not true as we unload the previous map before loading the new one, so it just simply replaces it, and they are of equal size.

The issue is being looked into in depth, don't worry we know what we're doing smile

Norrdec that's exactly what I'm trying to figure out smile

Most of the crashes are due to the client running out of memory (the amount of memory in your system doesn't actually matter, a 32 bit executable can only utilize 2 gbytes of it) - We're working on the issue and my top priority at the moment is to find ways to counteract the problem.

Well we ended up having lag issues again, but a lot less severe - still we're quite beat after this 72 hour session so we'll set up a cap to make sure things don't get out of hand again while we get some rest. Thank you all for your continued patience!