[-] HobbesHK@startrek.website 2 points 5 months ago

I'd done that a few days ago, but you're right, not specifically to these suggestions. I tried the export VKD3D_DISABLE_EXTENSIONS=VK_EXT_mesh_shader VKD3D_FEATURE_LEVEL=12_0 VKD3D_SHADER_MODEL=6_5 %command% and variations of it. It reduced performance significantly, so would not suggest people on more recent Mesa versions try this anymore. When I looked into it, it seemed to mainly be in place for Mesa 22.x which was still lacking mesh shader support.

[-] HobbesHK@startrek.website 1 points 5 months ago

Thought I'd post an update. Performance is better now, playing in 1440p with FSR2 on Balanced, graphic settings on Medium. I'm getting around 45FPS.

I'm not quite sure what the fix was in the end, but I've installed proton-ge-custom-bin from the AUR, so I've got Proton GE installed onto my system (not just within Heroic). Both the AUR and Heroic are on Proton-GE 9.7. I then added the AlanWake2.exe file to Steam, and forced compatibility to use Proton GE. So whatever extra was happening with Heroic was taken away.

I tried changing my Mesa drivers, but it appears Manjaro is even with the nonfree repo at this point, so I'm still on Mesa 24.1.1, only on the Manjaro-approved version, not the mainline Arch version.

It appears that somewhere within that combination of (1) running the game directly from Steam, (2) using the system-installed Proton-GE package, and (3) reverting to the Manjaro Mesa package the framerate got bumped from lower 20-s to mid-40s. CPU and GPU usage still hover around the 40%, so I feel there would be more improvement to be had perhaps?

I tested the game on my second PC, which is running ChimeraOS, has a 5800X3D chip, 32Gb RAM and a 7600 XT card, where it's easily hitting these framerates and better (but with higher GPU usage, hardly any CPU usage, that 5800X3D is a beast). So I wonder if my 10700K might be a bit of a bottleneck? ChimeraOS' version of Mesa is on 23.2 so maybe there are just some kinks to be worked out in the 24.1 branch?

Anyway.... long story short: I'm happy with the overall performance at this point. Happy to dive into the Overlap and deal with Nightingale!

[-] HobbesHK@startrek.website 2 points 5 months ago

Hi, sorry, the non-free is a very Manjaro-specific thing.

TLDR: They removed a lot of proprietary video codecs from Mesa, which means that Manjaro's Mesa tends to lag behind the Arch repo. By using nonfree, the Mesa installation is pulled and compiled straight from Arch.

So yes, I'm using RADV through Mesa 24.1.1 instead of version 23.x (which is where Manjaro is still at). I wanted to be on a newer version since 24.x packed in a lot of 7000XT improvements.

Out of curiosity, have you tried AW2 with your 7800XT? How does it run for you?

[-] HobbesHK@startrek.website 2 points 7 months ago

Thanks for posting this here, just purchased it. Keen to dive into the 2D course and the Shaders course!

[-] HobbesHK@startrek.website 2 points 7 months ago

Still making my way through Phantom Liberty in Cyberpunk 2077. It’s really good, but I had already completed the base game and I find it difficult to engage/care about it, since I already know it won’t impact the endgame. I think. Unless it does? But then, I was happy with the ending I got. So yeah, something set post-ending would’ve had me more excited, I think.

Apart from that, spending some time reacquainting myself with my zoo in Planet Zoo. It’s been two years, so that’s a fun game to return to.

[-] HobbesHK@startrek.website 1 points 1 year ago

That is weird! Once my project is in a shareable state, I'll post the link here. Maybe it's because (so far) it's not awfully complex...

[-] HobbesHK@startrek.website 1 points 1 year ago

Managed to fix it by using await get_tree().process_frame instead. It seems that idle_frame appears to no longer exist in Godot 4.1?

So my full code for triggering the screenshot function is:

func _on_SaveReport_pressed():
	await get_tree().process_frame
	$"%SaveReport".visible = false
	$"%BackMainMenu".visible = false
	await get_tree().process_frame
	
	take_screenshot()

	$"%SaveReport".visible = true
	$"%BackMainMenu".visible = true

For some reason, I have to await before I turn the interface elements off, and after I've turned them off. It now works a treat for my app. Thank you for your assistance!

[-] HobbesHK@startrek.website 1 points 1 year ago

await get_tree().idle_frame

Thank you for this! I just tried it out but unfortunately Godot throws an error on await get_tree().idle_frame : Invalid get index 'idle_frame' (on base: 'SceneTree').

Could it be because I'm running in application mode, which only refreshes the screen if there's an update?

As an alternative, I've put the code to turn things off into its own function:

func turn_off():
	$"%SaveReport".visible = false
	$"%BackMainMenu".visible = false

I've then tried an await turn_off()

The code runs, but doesn't do anything and the screenshot still gets saved with the buttons visible.

I'm trying both await functions just before the take_screenshot() function like so:

	await turn_off()
	await get_tree().idle_frame
	
	take_screenshot()

Am I missing something very obvious here? Any help would be much appreciated!

[-] HobbesHK@startrek.website 1 points 1 year ago

That’s a very good point, that Filoni is trying to redeem the sequel movies, but I feel that may be a very challenging thing to pull off. Where the prequels were clunky and clumsy movies, they did have a solid overarching plot with clear themes throughout. The sequel movies, unfortunately, have very little overarching themes or plot.

With the New Republic shown to be an ineffective government regarding the response to a possible threat, and the imperial remnants operating within society, in episode 3 and Mando, that thread is becoming clearer as we lead into The Force Awakens. The rise of the First Order may be the most solid attempt at redemption. Other than that? The sequels are just too much of a mess at this stage to connect with, thank you Disney.

A Filoni-led Old Republic era? That may well give him the freedom to let loose.

Regarding dead people speaking, I think I would’ve preferred Force Ghost Anakin instead. We already know he’s out there somewhere, from Return of the Jedi.

Let’s see what this week’s episode will bring, I suppose!

[-] HobbesHK@startrek.website 1 points 1 year ago

That is SUCH a useful tip. Thank you.

[-] HobbesHK@startrek.website 1 points 1 year ago

Ah, thanks! I had indeed noticed the new transporter chief this season, wasn't sure if Kyle was going to make a surprise come back or not.

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HobbesHK

joined 1 year ago