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El Dorado

SA - Streaming memory problem

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El Dorado

Windows 10 don't run games using SecuROM DRM... at least the ones requiring a CD/DVD on drive

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fastman92

Windows 10 don't run games using SecuROM DRM... at least the ones requiring a CD/DVD on drive

I'd always use a HOODLUM crack. Edited by fastman92

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Link2012

Absolutely sure: This is caused on vertex skinning.

Ped without legs, before and after vertex shader:
DjUidef.png

Artifact all over the screen, before and after vertex shader:
mkdN13v.png

Ah, I've removed SkyGfx and SilentPatch to avoid any custom shader on this test.

 

It'd be good if TheHero was around, he probably knows a lot about the skinning engine.

  • Like 5

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El Dorado

Out of curiosity, this happens on III/VC? I never played VC too much, and don't remember seeing this on III...

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Reyks

For some reason if I use 1440p in DSR with this game the bug shows up in less than 5 minutes even with 256mb streaming memory, doesn't happen with 1080p and FXAA though it did happen once (that PIX frame I took).

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SilverRST

F*cking peds... Who the f*ck would have thought those peds are behind the streaming bugs???

Really wtf?!

How can anyone fix that sh*t??

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Junior_Djjr

Yeah! The way to solution is walking now :p

 

 

 

For some reason if I use 1440p in DSR with this game the bug shows up in less than 5 minutes even with 256mb streaming memory, doesn't happen with 1080p and FXAA though it did happen once (that PIX frame I took).

I'm sure that the problem is not entirely related to the streaming memory, or even not it.

 

 

Can add some extremely heavy model in the game? I say, something 100MB or more. I want to increase the memory usage just using few models.

Edited by Junior_Djjr

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SilverRST

Yes, I have my carmod of 40MB DFF and 80MB TXD.

Is that enough?

Atm I am on mobile but I will be behind my PC at a later moment.

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Silent

Out of curiosity, this happens on III/VC? I never played VC too much, and don't remember seeing this on III...

III/VC don't do skinning on GPU.

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Andromeda-J

Well that big draw distance is keeping your game stable otherwise it should crash with that streaming memory.

actually it didn't even matter what limit there was, when size was up to 300 then it crashed because of fill up and if more then longer time needed but sooner or later the draw distance didn't keep it from crashing, only non crashy things are asi files 240 mb fixed with custom stream.ini file (but... it didn't crash with custom stream file, maybe i had wrong stream file and that caused the asi fix crash before? ) and 512 mb cleo fix, yes cleo fix and i use that because it loads after the game loads, which is necessary for later on to keep map intact, initially the mods won't need any memory increase, vehicles are not present yet since i use mods on vehicles that spawn rarely! I could use asi loader if there was any little bit over 300, almost 300 was the usage with cleo file testing when reading with fastman recomended tool earlier today. I'm looking for those weird fixes cause only available download for 2dfx mod with draw distance changer had same open limit adjuster but that didn't have any line for memory and memory was still default 50 according to the usage counter. (it still let the game to run but ocasinally the map glitched and car tuning lagged on heavier models)

Edited by Jaanus949

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Junior_Djjr

Yes, I have my carmod of 40MB DFF and 80MB TXD.

Is that enough?

Atm I am on mobile but I will be behind my PC at a later moment.

I changed the resolution of textures in lae2roads.txd, 4096x4096, half of the file, 100 MB, worked, but the full file was 244 MB and the game didn't started :p

 

I want to make sure that the bug only happens because of just loaded model, perhaps in an empty map with peds, then just load the high models models and see if bugs

 

(if anyone has tried out, let me know)

Edited by Junior_Djjr
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SilverRST

 

Yes, I have my carmod of 40MB DFF and 80MB TXD.

Is that enough?

Atm I am on mobile but I will be behind my PC at a later moment.

I changed the resolution of textures in lae2roads.txd, 4096x4096, half of the file, 100 MB, worked, but the full file was 244 MB and the game didn't started :p

 

I want to make sure that the bug only happens because of just loaded model, perhaps in an empty map with peds, then just load the high models models and see if bugs

 

(if anyone has tried out, let me know)

Lol 244MB???

I did spawn the vehicle 17 or 18 times and that car is really heavy and detailed, around 870K pplygones and the game was still very stable.

I used -1 in Mix Sets and MB didn't increase. The game was using 240MB by default. The game has no limit in polygones as long as you have a powerfull GPU.

870K x 17 = 14.7 milion polygones and the game was still very smootg and stable.

The streaming must be somewhere else.

Edited by SilverRST

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Andromeda-J

does "powerful gpu" apply for Nvidia NVS 3100M?

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Junior_Djjr

870K pplygones

Lol 870K polys??

 

:lol:

 

So... streaming = models loaded from HD.

If you have 500 cars with same model, doesn't matter, will only load 1 model (after all, have only 1, right?). Need different models to test.

Edited by Junior_Djjr

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SilverRST

 

870K pplygones

Lol 870K polys??

 

:lol:

 

So... streaming = models loaded from HD.

If you have 500 cars with same model, doesn't matter, will only load 1 model (after all, have only 1, right?). Need different models to test.

I am also working on a carmod which is 2.2 milion polygones lol.

I will try to reduce the polygone count.

And why the heck do you want 500 cars to be spawned lol.

 

I think the vehicles does not has anything to do with streaming.

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Junior_Djjr

You guys are sure that the problem is really related to memory usage?

-- TEST C:
Only 14 files, but 96 MB each of them.
1,3 GB of stream memory in-game.

And I did not see any bug for 5 minutes (I could no longer, because the FPS began to lower too, because of the high memory usage)


But if I load all available models from 1 to 10000, It uses only 600 MB and the bug gets extremely common.

Edited by Junior_Djjr

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SilverRST

I once had the peds going berserk when I tried 1024MB and got to the place where those retarded peds got bugged as f*ck.

So I tried the game's lovely 240MB, played and got to that place again and the bug no longer appeared.

And I used the same vehicles of 870K polygones.


does "powerful gpu" apply for Nvidia NVS 3100M?

It looks like it's compared the GeForce 9600M GT. If it's true, your GPU can handle up to max 4milion polygones before the game will lag like sh*t.

And I know it because I had the 9600M GT back in 2009.

Edited by SilverRST

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El Dorado

If's not related to stream memory, then what?

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Junior_Djjr

1,1 GB

14 big files loaded.

10 minutes, going to Market -> Santa Maria Beach -> Market -> Santa Maria Beach etc.

BUG FREE

 

Zera also said to me he had artifacts even with 128 MB.

 

 

Then, I really do not know. If the reason being the high number of loaded models, for me it's even stranger.

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Junior_Djjr

To do the same test I did:

  • Set your Stream Memory to 2048
  • Take a image, a texture, not just a blank image.
  • Resize it (if need) to 4096x4096
  • Make some copies (10?) in a folder
  • The name of the files don't matter, just avoid using special characters or big names.
  • Use MagicTxdBuilder to build the .txd (the settings don't matter, I think, but mip map will increase 1/3 of file size)
  • Make sure the .txd is with a maximum of 100 MB, if not, remove some textures to lighten.
  • Take copies of the .txd.
  • Rename the copies to:

    beachball centralresac1 chairsntable dyn_drugs dyn_trash fish1 fish2 fish3 jellyfish1 jellyfish2 plc_stinger prop_pizzabox satdish targets ...and install.

  • Use THIS .cs to load the models. Just type "high" inside the game.
  • And try not to walk too far, because then will load more models and this test will fail, after all, this test is about loading just few models
I believe that doing this above will not cause the bug.

 

 

Also:

The script of TEST A (for those who have not sanny builder to compile):

https://drive.google.com/file/d/0B1sAJQAUfOOYVmtoTGo1TmR3TE0/view

This loads thousands models of the game. Just test this script without modded models. Type "streamtest" inside the game.

After a while loading, reaching in a 512 MB of usage, you will begin to see the bug immediately.

 

 

Is important to more people test it to make sure that there is no illuminati inside my PC.

Edited by Junior_Djjr
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Andromeda-J

how do you count the polygons that go through the gpu during game? btw it's weird but without memory fix the heavy cars make map flicker but with 512Mb given only under 200 commonly and never reaches 300 MB memory usage, and i thought my cars/planes/ufos are heavy!

 

 

 


does "powerful gpu" apply for Nvidia NVS 3100M?

It looks like it's compared the GeForce 9600M GT. If it's true, your GPU can handle up to max 4milion polygones before the game will lag like sh*t.

And I know it because I had the 9600M GT back in 2009.

I guess it is powerful i can run gta 4 with medium-high settings with minor lag, less fps than gta sa but still enough to play normally, another thing is if i like gta 4 though! (which i don't)

Edited by Jaanus949

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SilverRST

how do you count the polygons that go through the gpu during game? btw it's weird but without memory fix the heavy cars make map flicker but with 512Mb given only under 200 commonly and never reaches 300 MB memory usage, and i thought my cars/planes/ufos are heavy

We have flickr.asi to fix the map flickering. Well, since I installed it, I've never have the map flickering since then.

The game seems to accepts really heavy cars. The only that gets the sh*t smeared on it is the GPU.

Edited by SilverRST

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Andromeda-J

i thought it was doing something with sunflares and i deleted it, where i get it back?

edit:Nevermind, found it somewhere in backup folders! thank god there still was that asi file, though i always throw it out of sa folder thinking it will mess with my existing sunflare/corona effect that comes from third timecyc file.

Edited by Jaanus949

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El Dorado

I did the test Junior. 14 txd's, 87Mb each, 1.16GB. Soon as I typed "high", my stream memory went to 56 to 999. Walked around Ganton area for a few minutes, my stream memory around 1060. Plenty of peds around, and no sign of the bug. So... what did I just tested, exactly?

 

EDIT - I will do the "test a" too

 

EDIT 2 - Results of the test a = I noticed missing ped legs but no artifacts. And peds loaded fine after a while. This stuff is getting weirder by the minute...

 

 

j1OykZC.jpg

 

Edited by El Dorado

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Junior_Djjr

So... what did I just tested, exactly?

The number of loaded models in this test was a common number for the game. Only models around you and these 14, and did not had the bug even with a huge memory usage.

 

"Test A" is the inverse. Will load a huge number of models, but only small files thus having a low memory usage (compared to this other test), and the bug will appear...

 

It does not seem to be stream memory problem, because the bug appear in 600 MB but not in 1 GB.

And if we load 5000 different models with few Bytes each one? Would appear the bug too??

 

 

This .cs will load the whole game:

https://drive.google.com/file/d/0B1sAJQAUfOOYVmtoTGo1TmR3TE0/view

Or edit the old .cs putting "19999" instead of "10000"

Edited by Junior_Djjr

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El Dorado

Ok, this is too good to be true, I'll have to test again.

 

This "load the whole game" script

 

I set streaming memory to 2048 using OLA. The actual usage was about 1127.

 

I didn't see artifacts or missing ped parts driving around SF for about 15 minutes

 

Not only this... it f*cking FIXED the map holes problem I was having since forever

 

I will have to test again.

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Junior_Djjr

Not only this... it f*cking FIXED the map holes problem I was having since forever

For sure, because now the whole map stay loaded forever :p

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El Dorado

Ok, I think I done what I could do. The problem would have definitely showed up.

No artifacts whatsoever. I noticed just ONE ped with missing legs, just after I typed streamtest.

I'm not calling this a fix, but a absolutely effective workaround.

 

The only weird thing - The biker drug dealer spawns everywhere in Los Santos, but f*ck it, small price to pay.

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Junior_Djjr

I'm not calling this a fix, but a absolutely effective workaround.

Is really not so good to use.

Anyway, THIS is less destructive and may fix the bug of drug dealer. (no commands)

 

 

 


So... how do you can reproduce this artifacts? Using which method?

Edited by Junior_Djjr

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YOEL_44

For some reason if I use 1440p in DSR with this game the bug shows up in less than 5 minutes even with 256mb streaming memory, doesn't happen with 1080p and FXAA though it did happen once (that PIX frame I took).

 

Taking this as a base, maybe the problem is not the streaming memory but the actual video memory (VRAM), maybe there's another value that we need to tweak to increas that limit, also Silent has said that the skinning is processed in GPU, definitely this is a GPU related bug.

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