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Sadly, no- Since I started my 1.05 after 3 years a few days ago, with integrated by accident, and half the lighting caused some cement-like visuals, and horrid FPS, I made sure SH5.exe is always used with the high-end nvidia chip. It would be very noticeable, as the integrated one cannot handle half the effects. 1.05 were flying after that. Also: while it is not around 60 like with 1.05 a few days ago, fps on patrol in grid AN55 with 2.2.16 is around 40-45fps and it was kinda stable fps even during fighting. A bit of pauses sometimes when looking around in the comand room, but this is SH.. So 45 compared to 8 fps XD is a huge difference between open sea battles, and a peaceful port... Same patch, same day, same gamestart. Nothing left open in the background. So it seems that it DOES have something to do with ports / crowded places. Ow... I've just seen some old post by me asking about switching off the increased rendering distance to go back to 20km from 40. Maybe I did, and that's how I achieved high fps in 1.05. A question: If I understand right, after getting rid of 40km distance, only my sonarman would not hear above 20km, but someone written 3 years ago, that I myself can still hear them around 40. Sounds.. Weird, but I would love if it would be true. Still, 4 fps in ports and 10 fps WELL after getting some distance are a no-go. Any ideas? I believe something graphically challenging were added, or a lot more units spawn in ports compared to 1.05, but this is just a hunch. BUT! The Good News: I went through the canal, (sometimes with 1-2 fps at the start on 64x TC, but got to almost 20 in the middle) alt-tabbed sometimes to brute-force test the stability XD (though only after opening the main menu hence pausing the game, not with active game) went to grid AN55, a lot of times with 1024x tc, listened to gramophone with my own sound files, saved and reloaded shedload of times even during attacks, not caring about anything, trying to ruin the game- spent more than 8 ..real life... hours ingame, with one start, and then exited WITHOUT ANY CTD AT ALL during that time..... In 1.05 on update 17, when it was kinda stable compared to previous versions, I had ctd once per hour regurarily, or per around 40 mins when there were many units present. SO 2.2.16 gentlemen... are... Seems to be stable as an oak. Congratulations! and the only odd thing I realized that I received a yellow radio MSG to investigate a spot, where is something heading to 314, but the coordinates was -exactly- where I sank my last merchant many hours ago. Had to go back, regurarily went underwater to check the hydrophone, etc, spent an hour trying to catch anything, but only had luck to find 2 wandering destroyers. Anyone knows how this "investigate this and that" mechanic works? Why is it sent me back to my last sank prey? Also this was the first msg to investigate anything, I found that prey in normal patrol sweep, and was an isignificant, lonely small merchant, only torpedoed her as when earlier I started to use the deck gun on her, 2 destroyers came... XD P.S.: I still remember faintly that we used to modify some config files to adjust the ram, maybe video ram, and maybe CPU threads(?) the game using...? Anyone? XD |
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Yes, thats right. Thats SH5, nothing special, get used to it. Sure i got more frames with my fast PC in ports like you but anyway, thats the game. TWoS is stable. :) |
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Yes, the mod calls: "Conus´ Das Boot Crew faces" mod. No problems with TWoS mod! |
Hmm
Well, that is true about ports, but 1.05 somehow never went that low in fps so I have to find a solution.
getting out of the port / through the canal was way too frustrating. I imagine the return... Any hint about what we optimized in cfgs back in the day? There was -something-. Stable 20-ish fps in the most crowded places in 1.05 compared to 5-8 in 2.2.16 has to be changed. I have an I7-4710HQ with 4x2.50 gigs as a cpu, an Nvidia Geforce 850m, and 8 gig of DD3 ram. I remember we did somethng about either the CPU threads, and/or the max video ram(?) that is allowed to use, or something similar...? Also: Some modding help please: I activated my old JSGM mods tailored for 1.05 to try, but I really need to re-do them using latest TWOS files, as I believe even that JSGM does not notify about any conflict, these files WERE modified by TWOS 2.2.16 core. Just the main TWOS mod is not activated through JSGM anymore, so I cannot see what files are modified. So far I noticed that my crew appearance mod may break the conversations. As on my baltic mission (without it) I was able to go to the next conversation lines after discussing the first ones with the officers. I give you an example: Dieter Epp the second officer still always refer the kids as "chips of the old block", and number one can only be interviewed about the Royal Navy. So it seems all conversations stuck in lvl 1 sincer I activated my old mod. this mod basically changes what they wear. Mostly stock stuff I believe, but adds and removes some caps, medals, etc. my second mod puts my smiling bastard picture in the captain's place in the crew window, and there is one mod I made that removes loud footsteps and some more sounds when you entered to listen to the hydrophone, it worked with 1.05 but now seems broken. Another mod that I did not activated yet, as I am 100% sure it DOES conflict, is a mod that lets you use arrow buttons to control the periscope alignment instead of waiving bluntly around with the mouse. arrows for normal speed, ctrl+arrows for slow speed turn, and shift+arrows for fast turn but I'm maybe remembering wrong. I intend to tailor these and future mods exactly for 2.2.16, but somehow I should see the conflicts.. What lines needs to be injected to since-modified 2.2.16 files instead of using 1.05 modified versions. |
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I have an I5 with 16 gb RAM, 8 GB Nvidia GC, and never had problems with FPS in ports. My res. is 1920x1080. Running on W10 creator pro 1909 update. All graphics maximized in SH5. Full options. Regards. Fitzcarraldo |
hmm2
AA is rigidly disabled. :P Instead MSAA I use Reshade for SMAA antialias, post process- it means 1-2 fps difference you can switch it off via hotkey ingame.
beats FXAA - but works very similar. shadows on max, everything is on max, but the res is always 1600x900. I still remember we used some kind of max ram / max video ram, or CPU thread optimization based on system spec... but beats me where. The specs are there, I want this game to use it, overheat CPU / GPU as any other XD and not staying cool like I'm only reading freaking emails, while drpping fps to one digit in ports... Any clue on my modding question? I would love to tailor my mods for 2.2.16. Maybe someone even wants to integrate them, the arrow key controls used t have some attention. +I really... Need to get rid of loud footsteps + etc. -again- when using Hydro. My fix does nothing anymore sadly. But used to work in 1.05. BTW I am getting used to the deployed Mg34s, though we have 2 spare inside the conn tower XD... If you say that these are correct in 1939, I might leave them there - (they look awesome, just still making the bridge a bit stuffed for my taste, but I'm getting used to them slowly. Realism is a #1 priority for me even more than my hectic "everything msut look the way I want" stuff. |
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Regards. Fitzcarraldo :Kaleun_Salute: |
AA.
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MSAA what is a built in real time antialias in most games, like in SH5, are -very- heavy on the graphics card, if someone has a cool gear, it is not a problem, someone with a strong card sees no drawback, yes. No surprise there. But this is the first thing that is get rid of by anyone who experiences FPS drops. Stock MSAA is like a luxury. Instead the Post process Reshade for SMAA is used with tons of games by me, and I used it with stock SH5 and then 1.05 a week ago without any problem, also the FPS drop price for SMAA is 1-2 frames maximum. (yep, tried without it, I gain 1 or 2 fps.) compared to the built in MSAA in SH5 what is usually costs 10 or even 20 frames on mediocre cards. But the whole topic is not around what config we use, BUT around the fact that I use the same graphics config, same antialias, same machine, same video chip in 2.2.16 as I used in 1.05 a week ago, and the results are: 1.05: unstable as hell, many regular CTDs, but: -around 20 fps in ports on TC 1 -around 16 fps in ports on TC 64. -around 60 fps in open sea battles. 2.2.16: had no CTDS whatsoever, seems very stable -around 1 (!) to 8 total fps in ports on tc1 (feels like stop motion...) -stable 1... fps in ports on TC 64 -around 40-45 fps in open sea battles. (so definitely using the Nvidia...) So there IS a huge difference between 1.05 and 2.2.16- I like to find what to get rid of /tailor to my gear- most probably the 32454367568 more unit spawns in ports, maybe the widened render distance, (40km instead of 20) some heavy graphic additions, idunno' yet what is changed. Also I remember -something- we used to modify to represent your max ram / video ram...? Etc. that SH5 can use. Of course all of this are totally irrelevant to someone with more than 4gigs of ram on a video card, barely noticeable- yes, I understand. but on a mediocre machine a drop from 20 fps to 1 XD is quite khm... noticeable. I just need to find out what is changed in 2.2.16 that can cause this, and also somehow remember WHAT we optimized in the cfg files... As the machine is clearly not using the GPU / CPU to the extent it should. (no heat..) What Kapuhy wrote is interesting though, if he has a 2 gig video card as well- I believe the shadows are a HUGE difference in our case. Second most FPS pricey stuff next to built in AA are shadows. (my SMAA costs 1-2 fps, so we can say it is the same as I would only playing withssimply turned off built in AA) Shadows ARE a difference, as I always play with max shadows. The problem is that I would like to find what is changed in 2.2.16 that causes this difference first, rather than lowering the graphics config first. But before I would pinpoint a mod /feature in 2.2.16 or feature that we can may document as "yep simpleton, you can switch this off / change in TWOS to increase your performance on low/mediocre machines", I'm going to find out what optimization we used to do to specify max ram? or Vram- CPU threads... Etc. in SH5. As maybe I can achieve near-the-same results as in 1.05. If after all the optimization there are still huge FPS difference -then- I aim to find the mod /new feature that costs this much more in 2.2.16 |
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I'm not aware of any useful CPU/RAM optimization tweaks for SH5... EDIT You can extract TWoS installer using Winrar or 7zip somewhere on your HDD in order to compare the files and optimize your old mods. Just be really careful because TWoS files contain a lot of crucial tweaks and every file in the archive is there for a good reason. Yes, version 2.2 is really stable but that can easily be broken by inadequate modding. Happy hunting! |
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In Kiel I have a fixed 30 FPS with all the anchored ships, traffic, buildings and smokes (smoke addon). Also in Lorient. Using, as told, ingame AA, AF from Nvidia Inspector, x16. All graphics maximized. The only event with a little slow FPS (18-20) is when I have smoke and water inside the boat - control room. I go to sonar station, close the hatch, and FPS return to my ever fixed 30 FPS. I added only some cosmetic mods to TWoS (rusted glory, conus crew, Pascal uniforms...), and no problem with they. But it is highly recommended do not use any aditional mod in TWoS, except the included addons. Regards. Fitzcarraldo :Kaleun_Salute: |
HMM!
Herr Kaleuns, thank you both of you.
Herr Vdr, that IS an answer, thank you. Then the main suspect is the traffic. Also, as you mention it, I can only suspect that I used to tweak SHIII... for hardware optimization... I checked all cfg files I can find in SH5 game data, AND in SH5 in documents, but nothing engine related apart from the visual settings you can modify ingame. Something IS fishy though, as I tried the following: (reloaded my Kiel port save, as that is the 8 fps one- I just found a 10+ ship convoy yesterday, and my FPS is like 40 there.) -tried running in win 7 compatibility. -capped frames to 40 in inspector. Also tried max rendered frames set to 3, (more input lag, but more fps) for no effect. -tried not just setting the shadows to nil, but setting every slider to zero, and switching off EVERY tickbox. I gained 2 fps. 2. (10-11 now in Kiel in tc1) so it seems that my card can superbly handle even the max shadows --> as they make no difference. Do not take it wrong, I tried every change and seen ALL the differences in visuals, so they WERE applied alright, (getting more blank and sh*tty) just the fps gain was 1-2... Why Im harping on this is simple: -I have 8-9 fps in Kiel, but: my notoriously overheating CPU and GPU remains cool. So the game DOES NOT use the all resources it should. WHile in games when my fps drops below 30 is because the hardware can't handle more, hence heavy heating starts because of the heavy usage... Also: -SH5 NEVER uses more than 2 gig of ram listed in the processes. Weird. In the middle of Kiel it is 1800 something mb. Fitzcarraldo sir: Thanks! -Where can I find the 4 gig patch? Though it might makes things worse XD As I read SH5 already uses what it can. -What is LAA? :D There is an antilag injection for SH5, reported broken in win10, (though I use win 8 pro) but I use inspector for max fps cap., and as for the other feature of this "antilag" : reducing input lag usually produces LESS FPS, though more responsive controls, so I wasn't thinking about that. FPS is everything. XD About modding: I think I found my old explanation how I implemented the arrow key controls for the periscope, so I can make a 2.2.16 version. There was a short time when it was considered for including as an option in TWOS 1.07. On the other hand... Hell, applying the officer / crew appearance modifications in those lot of files again is going to be annoying XD One question: as per current TWOS, where can I switch off the increased rendering distance Open Horizon mod, or what file needs to be modified? edit: Hell, it seems I forgot to activate my no loud footsteps etc. mod during hydrophone listening... It might as well still work. Edit 2: nope, as I check the forum here it did -not- worked ever. So dropping no loud crew sounds during hydrophone idea now. Good news: apart from I am going to make a 2.2.16 version (modifying the 2.2.16 commands file) of the arrow keys mod, for now I checked my activated mods: 2 of them only contains texture files- and the weird stuff is: I compared the files from my custom crew mod (Crew_Idle_actions files) with notepad++ compare plugin- and made my changes to the files from 2.2.16 core. BUT: the only differences AT ALL was alot of beards activated in 2.2.16 (was already there, jsut someone removed the comment out symbols) and I added an extra hat in mine... I deactivated the beards XD and added that line with the extra hat. Bad news, as I suspected these 2.2.16 files are going to be different from the 1.05 stock ones MORE than just some activated beards. As I suspected ealier that the officer dialogs stopped progressing because of this mod. (my other two mods as I mentioned only contain texture files) So the only difference my currently activated own mods have compared to 2.2.16 (apart from some texture files) that some lines adding beards and hats were different in my mods files and in 2.2.16 files. On the first patrol in the baltic mission in 2.2.16 I was able to progress in the personal conversations, more options opened up with each officers, while now they seems to be stuck on their first "personal" conversation lines. Do you experienced something similar? Any idea what can be the cause? |
Large Adress Aware:
https://www.techpowerup.com/forums/t...-aware.112556/ Similar to 4GB Patch. Antilag by Kegetys doesn´t work in W10 (and I suspect neither in W8). But you can use as antilag the FPS fixer in Nvidia Inspector. Regards. Fitzcarraldo :Kaleun_Salute: |
Hmhm
Thanks!
Meh, I patched the exe, but still not using more than 1800 mb of ram, and in Kiel it's still 8 fps. I have a gut feeling that only turning off the "improved rendering distance" will help me. I wish I know how XD as I cannot find Open Horizon in JSGM mods, OR in the Options Viewer Editor anymore |
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If it is any consolation to you, you will not be spending much time in Kiel. Your homebase will quickly move to Wilhelmshaven, and then later on to france.
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Great video Tonci! I really love the way you play this game. Slightly boring but very realistic and exciting...:yep: Just as it should be!
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Only recently looking at getting back into SH after playing SH3 some years ago. Regards this mod compilation, is it pretty much up to date regards included mods or are there others anyone would suggest adding?
thanks for any help regards slipper |
its pretty much updated regular and only mod you really need most people mess up by throwing mods on top of others mods
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Hi.
OP's post mentions that "TWoS v2.2.x should be gamesave compatible with v2.0.1" However, under patchnotes of 2.2.9 i see that its not compatible with older versions. I have updated twos to the latest version and my old savegame (from 2018 april) loads just fine, im not sure if i ran it on 2.2.9 or later builds or not. As i cannot find the release dates for those patches. Can anyone tell me when 2.2.9 came out? I don't really want to restart my campaign and i ran in to no issues as of yet when playing my old save on 2.2.15. |
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