Is the rendering bit handled by your GPU or CPU do we know?
Thanks
Moderator: MOD_DW2
Code: Select all
System.InvalidOperationException: Category 'Processor Information' does not exist.
at System.Diagnostics.PerformanceCounterLib.CounterExists(String machine, String category, String counter)
at System.Diagnostics.PerformanceCounter.InitializeImpl()
at System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName, String instanceName,
Boolean readOnly)
at WindowsHelpers.TrackSystemLoad()
666.713:0228:022c:fixme:thread:NtSetInformationThread Can't set other thread's platform description
666.713:0228:02e8:fixme:advapi:RegisterEventSourceW ((null),L".NET Runtime"): stub
666.713:0228:02e8:fixme:advapi:ReportEventW (00000000CAFE4242,0x0001,0x0000,0x00000402,0000000000000000,0x0001,
0x00000000,000000006CE5D780,0000000000000000): stub
666.713:0228:02e8:err:eventlog:ReportEventW L"Application: DistantWorlds2.exe\nCoreCLR Version: 7.0.323.6910\n.
NET Version: 7.0.3\nDescription: The process was terminated due to an unhandled exception.\nException Info: Sys
tem.InvalidOperationException: Category 'Processor Information' does not exist.\r\n at System.Diagnostics.Per
fo"...
666.713:0228:02e8:fixme:advapi:DeregisterEventSource (00000000CAFE4242) stub
666.713:0228:02e8:trace:seh:call_handler handler at 000000014059DCA8 returned 1
Agree, great responsive update which even added configurability for the starfield. Thanks!
Thank you soooo much!!!MaximKI wrote: ↑Thu Mar 30, 2023 3:48 pm Hi everyone,
Please try this new beta and let us know if it helps your game.
..
PERFORMANCE IMPROVEMENTS
- optimized nebula rendering to be more performant
- added configurable nebula rendering density option in game settings, if you still have any performance issues in nebulae, turn this setting down
- fixed some items not being processed in background
- fixed some systems and locations becoming very slow when have very many debris items
- Texture Streaming is now off by default, can reenable in game settings but DW2 generally performs better with this turned off
BACKGROUND STAR FIELD
- fixed up background starfield fade-out
- added configurable background star field density level option in game settings to allow each player to adjust the density of the starfield to their liking
- added configurable background star field opacity option in game settings to allow each player to adjust the brightness of the starfield to their liking
..
Do you have a save showing this? I'm not seeing this in 1.1.3.5.fruitgnome wrote: ↑Thu Apr 27, 2023 11:32 am Started a new game with latest beta (1.1.3.5).
Fighters are still a problem, fleets only start their mission if I focus and zoom to them.
Save please?Ships in fleet do not have single missions. Fleets can't start their mission because a ship escorts another ship.
Fleets are complex and they will have their ships perform more than one mission when it makes sense. The troop transports can be invading while their escorting ships in the same fleet attack the defending ships to keep them away from the troop transports, for example.Invade fleets do not have to attack single ships, their order is to invade colonies.
I'm not sure how this would improve things.Improvements for auto settings:
- Do not invade independant colonies
- Do not attack civilien ships and bases, except mining stations
Did you try this in 1.1.3.5?Improvement for diplomacy:
also 10M, 1M credits to 100k credits, to buy colonies I have sometimes to click 200 times, it's annoying
How would you imagine this working from a UI perspective?Improvement for targets:
If you click on target the game jumps to the target, great but next to the target are the fleets that will attack this target, it would be great if the game could on click on the fleets to jump at least to one of this fleets, better to cycle through these fleets
There is typically a notification of each of those and you'd see if you have them on the artifacts sub-screen or the government change choices.Other improvements:
If you get an artifact or a special policy like path of the ancients there should be somewhere in the UI a notification that is shown till you were in policy or research screen
Why not use the frame rate limiter?estonianman wrote: ↑Sun Apr 30, 2023 2:38 pm 1.1.3.6 seems to run really well at 230 FPS, but my 13900K runs 90 - 95 C consistently!
Its nice to use the hardware on a screen that supports 240.AKicebear wrote: ↑Sun Apr 30, 2023 6:18 pmWhy not use the frame rate limiter?estonianman wrote: ↑Sun Apr 30, 2023 2:38 pm 1.1.3.6 seems to run really well at 230 FPS, but my 13900K runs 90 - 95 C consistently!
Erik Rutins wrote: ↑Thu Apr 27, 2023 4:52 pmDo you have a save showing this? I'm not seeing this in 1.1.3.5. The problem is that after save and loading the problem is solved till next attack order.fruitgnome wrote: ↑Thu Apr 27, 2023 11:32 am Started a new game with latest beta (1.1.3.5).
Fighters are still a problem, fleets only start their mission if I focus and zoom to them.
Save please? The problem is that after save and loading the problem is solved till next attack order.Ships in fleet do not have single missions. Fleets can't start their mission because a ship escorts another ship.
Fleets are complex and they will have their ships perform more than one mission when it makes sense. The troop transports can be invading while their escorting ships in the same fleet attack the defending ships to keep them away from the troop transports, for example. Yes, but this make only sence if the fleet has arrived the target colony and not at start to jump from my own territory.Invade fleets do not have to attack single ships, their order is to invade colonies.
I'm not sure how this would improve things.Improvements for auto settings:
- Do not invade independant colonies
- Do not attack civilien ships and bases, except mining stations
Because of reputation and playstyle. I always play friendly and punish empires who attack friendly empires or even do genocide or "slave" their own people.
100k is the highest in diplomy screen.Improvement for diplomacy:
also 10M, 1M credits to 100k credits, to buy colonies I have sometimes to click 200 times, it's annoying
Did you try this in 1.1.3.5?
"UI IMPROVEMENTS
- added larger step increments for numeric up/down controls (shift-click, ctrl-click, shift-ctrl-click) in areas of the interface that support them"
How would you imagine this working from a UI perspective?Improvement for targets:
If you click on target the game jumps to the target, great but next to the target are the fleets that will attack this target, it would be great if the game could on click on the fleets to jump at least to one of this fleets, better to cycle through these fleets
I meant this: click on colony let the game jump to the colony, but it is not possible to jump to the fleet.
There is typically a notification of each of those and you'd see if you have them on the artifacts sub-screen or the government change choices.Other improvements:
If you get an artifact or a special policy like path of the ancients there should be somewhere in the UI a notification that is shown till you were in policy or research screen
I mean a permanent notification.
Regards,
- Erik
Hello fruitgnome, for the first three issues you and Erik have been discussing - we've noticed that several issues we're unable to reproduce from saves (as you mention) due to reloading the save resolving the issue.fruitgnome wrote: ↑Tue May 02, 2023 12:32 pm I wrote my answers in blue
Erik Rutins wrote: ↑Thu Apr 27, 2023 4:52 pmDo you have a save showing this? I'm not seeing this in 1.1.3.5. The problem is that after save and loading the problem is solved till next attack order.fruitgnome wrote: ↑Thu Apr 27, 2023 11:32 am Started a new game with latest beta (1.1.3.5).
Fighters are still a problem, fleets only start their mission if I focus and zoom to them.
Save please? The problem is that after save and loading the problem is solved till next attack order.Ships in fleet do not have single missions. Fleets can't start their mission because a ship escorts another ship.
Fleets are complex and they will have their ships perform more than one mission when it makes sense. The troop transports can be invading while their escorting ships in the same fleet attack the defending ships to keep them away from the troop transports, for example. Yes, but this make only sence if the fleet has arrived the target colony and not at start to jump from my own territory.Invade fleets do not have to attack single ships, their order is to invade colonies.
I'm not sure how this would improve things.Improvements for auto settings:
- Do not invade independant colonies
- Do not attack civilien ships and bases, except mining stations
Because of reputation and playstyle. I always play friendly and punish empires who attack friendly empires or even do genocide or "slave" their own people.
100k is the highest in diplomy screen.Improvement for diplomacy:
also 10M, 1M credits to 100k credits, to buy colonies I have sometimes to click 200 times, it's annoying
Did you try this in 1.1.3.5?
"UI IMPROVEMENTS
- added larger step increments for numeric up/down controls (shift-click, ctrl-click, shift-ctrl-click) in areas of the interface that support them"
How would you imagine this working from a UI perspective?Improvement for targets:
If you click on target the game jumps to the target, great but next to the target are the fleets that will attack this target, it would be great if the game could on click on the fleets to jump at least to one of this fleets, better to cycle through these fleets
I meant this: click on colony let the game jump to the colony, but it is not possible to jump to the fleet.
There is typically a notification of each of those and you'd see if you have them on the artifacts sub-screen or the government change choices.Other improvements:
If you get an artifact or a special policy like path of the ancients there should be somewhere in the UI a notification that is shown till you were in policy or research screen
I mean a permanent notification.
Regards,
- Erik