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User talk:Sandemc

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remove the "downgrading" link

4
Averygoodperson (talkcontribs)

on the patches section there is a link for a section called "downgrading", since it doesn't work could you remove it?

Macgovern (talkcontribs)
Sandemc (talkcontribs)

I don't maintain the GTA IV page, create a discussion on the GTA IV page itself. I'll direct it to Macgovern though

Averygoodperson (talkcontribs)

bruh I thought that I was on the GTA IV discussion page

About my contribution of disabling RT from .ini in Persona 3 Reload...

5
Joker28cr (talkcontribs)

I was the one who added the "disable any kind of RT" section in the Persona 3 Reload wiki. I didn't like the reason you reverted my contribution, and even though I am not native english speaker, let me try to explain you why it actually works in two different scenarios:

1. You have an Xbox console and ROG Ally and play the game through GP/MS store with Xbox play anywhere. The game will transfer the saves between the console and the handheld PC, and it has been programmed, unfortunately, to share the config file too. So, no matter what option you have set up in your ROG Ally, when you play it on your Xbox and then go back to the ROG Ally, you will have Xbox config options set up there, including RT. So every single time you must go to options and turn off RT on your ROG Ally to make the game playable. That becomes annoying.

2. Basically the same than the first point but now using a Steam Deck and higher end PC. You have your higher set up with RT and when you go your SD it will have RT set up as well. When you turn it off in your SD, you will have to turn it on when you go back to your high end PC and so on and so forth.

To be clear, what you stated about "this is useless because the game changes it in runtime" is absolutely FALSE. And this is what bothered me, because you didn't even dare to try and check if my contribution actually worked or not. By doing what I did, no matter if you have the RT Reflections toggle on or off in your handheld PC, it will disable RT completely so you don't have to go to config and disable it every single time you switch to your handheld console. This is something I tested on both ROG Ally and Steam Deck, and something I have used in my playthrough. I request you, kindly, to add back my contribution. You can add the note you want to clarify. Mine could have not be that clear. If not, at least let me add it again assuring me you will nor take it down.

Regards!

-Joker28CR

Sandemc (talkcontribs)

Oooooh, I confused r.RayTracing and r.RayTracing.Reflections, I apologize for the first point (keep in mind that I can't check it due to a lack of RT gpu, but do please check if going to Tartarus and back keeps it working). It'll probably work, but honestly why not just turn off Reflections at that point? There's little benefit to RT Reflections overall, but if you're insistent, sure, feel free to revert my latest edit, I won't mind that much. Might edit the note a bit later.

Joker28cr (talkcontribs)

There are zones in the game where the RT is very strong and make it unplayable in handheld devices. There are some floors in Tartarus (I don't remember the weird names, sorry), Tartarus entrance and also the mall where both Steam Deck and ROG Ally can go down to 20-25fps. With SSR, the game runs with no issues there. Trust me, my contribution definitely worths it if you are playing on a handheld PC. Remember those two handhelds are RT capable so the game renders RT instead of SSR. I mostly made my gameplay between Xbox SX and ROG Ally thanks to XPA. That config stuff really affected my pacing so I made deep dive to find a way to avoid it getting into config every single time. Now I can switch between machines and both will be smooth. Thanks for you understanding. I will add it back later.

Sandemc (talkcontribs)

I already did, FYI

Joker28cr (talkcontribs)

Thank you, appreciate it!

Snatchermkii (talkcontribs)

This is the guy that somehow got the GTA IV article locked. I dunno what was that all about, but thanks for standing up for me. Not a lot of people online have ever defended me.

That being said, my edits don't usually stick around for very long, but I don't go around reverting someone else's changes and complain about it, unlike that guy (whose mods I'm very familiar with).

Sandemc (talkcontribs)

No problem - I was doing my own edits coincidentally a hour after he reverted yours, went to check how much did I bloat the history and I noticed your edit was reverted out of the blue. Checked your edit - it was perfectly fine - but it was too late to revert it back as I already made my edits ontop. Once I took note he immediately reverted my edits, I just went on the PCGW discord and asked moderators to take this into account - while simulatenously trying to understand Dayl's reasons and calm him down on your talk page I noticed. Now I'm helping the editor with references to edit the page properly to keep it up to date with relevant information

As for what happened to Dayl - he's just another self-righteous guy who thinks the wiki is his own modding guide. It's not, and thanks to that he got banned for a month now.

Snatchermkii (talkcontribs)

Let's just hope he simmers down by August.

Sandemc (talkcontribs)

The page is locked indefinitely at the moment, and there's a chance it might just stay locked due to the reasons we already witnessed

Snatchermkii (talkcontribs)

Just keep an eye out and stay vigilant then. ;)

Sandemc (talkcontribs)

Msg me on discord @gillianmc if you have any questions regarding gta 4 or it's article :p

TLOU1: please wait

30
Mrtnptrs (talkcontribs)
Sandemc (talkcontribs)

False, I'm not dumb enough to correct a claim twice without making a fact check. Literally in the links you send, there's people running the game off an SSD and still meeting the issue. That is not an issue. I'm running the game off an HDD and the issue does not happen either. The issue, does, however, happen to users with 16gb or less ram. 32gb ram on an HDD here (you didn't read my message correctly it seems), haven't encountered a "please wait" screen a single time. Plus, it's *also* occured by shader compilation not being finished, so removing that part was obsolete. I'll revert the change for now.

Mrtnptrs (talkcontribs)

Ok, didn't explain my motivation properly: the please wait... screens are thus related to loading, but because it is by design, I thought it to be an actual non-issue, hence I removed it. But as this indeed seems to get worse when shader compilation hadn't finished (meant HDD and shader compilation as separate causes, not necessarily connected), keeping it in, even if it is not a real issue, won't do any harm. Still doubt that it is RAM-related though, would seem more likely to me it is CPU-load related, but who knows.

Sandemc (talkcontribs)

Alright. I'm doubting the cpu-load related bit aswell as I'm running an ryzen 5 3600 and people with better CPU's still seem to encounter that issue - the only thing i managed to tie in common was specifically 16GB of RAM. but eh, there's barely anything to confirm so at the moment, so feel free to contradict my statements when there's more convincing evidence; sorry if i seemed rude, i tend to be too stubborn at times. thanks for understanding

Mrtnptrs (talkcontribs)

You seem perfectly reasonable to me, so no worries. Think in this case a little more or less powerful CPU wouldn't matter; shader compilation will try to max out the CPU-load if it can, so if the CPU would indeed be the cause, this would explain why a little more or less powerful CPU won't matter much and having the same (very common) 16 GB RAM configuration could just be a coincidence possibly. But lets indeed see if more concrete information will surface in the coming few days :)

Mrtnptrs (talkcontribs)

Also same warning for me, can also be quite stubborn at times haha. But think we're working something out quite well here. If you have any more suggestions or anything more to discuss, keep them coming :)

Sandemc (talkcontribs)

that's the thing, i'm trying to be on lookout specifically for comments that state that their shaders have been built aswell. Frankly there's a massive amount of people who completely negate on shader building and complain about performance, so trying to sort out those reviews gets tedious. regardless, thanks for spending your time, we should indeed *please wait* until there's more concrete info (i also posted my comment on that steam discussion to see if more people get to confirm that)

Mrtnptrs (talkcontribs)

Yeah, also the issue I saw; people playing the game while shader compilation hasn't finished yet and then complain about performance. The crashes though should still not happen, even when RAM or VRAM is a bit limited, so the crashes specifically indicate some bugs in the game's systems, especially the asynchronous shader compilation system during gameplay.

Mrtnptrs (talkcontribs)

These people who negative on letting shader compilation finish seem to be spreading misinformation about it, influencing other's perceived information, in turn them also spreading potential misinformation, which makes it very very hard to get good reliable info.

Sandemc (talkcontribs)

I still can't believe people completely ignore shader compilation on console ports - hell, detroit become human literally forces it on launch, and people are completely fine with it SOMEHOW. makes me wonder why did it suddenly go back to square one with TLoU

Sandemc (talkcontribs)
Mrtnptrs (talkcontribs)

Think it is a good addition yeah, makes it indeed strongly suggest it is RAM-related, could also be a coincidence idk. But certainly a good ref to leave in till we have more that confirm it, nice work :)

Mrtnptrs (talkcontribs)

It is still very weird to me haha, asked the guy in the video btw if he let shader compilation finish before starting gameplay, just to be sure.

Mrtnptrs (talkcontribs)

Even if he didn't, it shows game instability during asynchronous shader compilation, but then I'll add it to the snippet as it is then indicates that limited RAM + non-finished shader comp could possibly cause this.

Sandemc (talkcontribs)

alrighty. the stutter still exists if you let the shader compile; granted it's less frequent, but it still occurs. think the cause is lacking on vram, but who knows

Mrtnptrs (talkcontribs)

Yeah, but this issue was not about stutters right? :P We have to watch out maybe for not involving too many issues in one "issue" on the game's PCGW page haha, this feels like us walking through a maze...

Sandemc (talkcontribs)

Yeah i'm just mentioning it. I think the section is fine as it is rn, it mentions most issues. I also separated the memory leak and crashes bits into two different info lines to make it look as two different causes to the same issue - as that seems to be the case. My system genuinely barely meets the minimum requirements, but I have a 32gb ram which, SOMEHOW, compensates for all the issues I see that people with 16gb ram have despite better specs. Just to update, I have a r5 3600, 32gb 3200mhz ram, gtx 1650 (4gb of gddr6 vram), and playing off a 7200 rpm hdd and this is my performance with custom settings (high-medium, settings say it consumes 7gb of vram): https://i.imgur.com/f0SHtPV.jpg

I quite frankly did not encounter any issues outside of minor stuttering, but yeah massive ram usage is a problem. (i have 45fps thanks to FSR2.2 so the render res is 720p, drops below 20s otherwise on native)

The fact that I had no issues like load screens or visual issues or crashes just made me think of one thing and that's the fact I'm overkill on ram - which I, more or less, confirmed later on

Mrtnptrs (talkcontribs)

"I also separated the memory leak and crashes bits into two different info lines to make it look as two different causes to the same issue" I was considering the exact same thing haha. Great minds think alike? :P But oof, 1650, poor TLOU1 haha, but hey, long live FSR 2.2 to save the day. Sad that Nvidia does not support DLSS on it...

Mrtnptrs (talkcontribs)

Yeah, would be curious why this game is so RAM-hungry

Sandemc (talkcontribs)

Thankfully FSR2.2 looks extremely good. I can just barely tell the actual render resolution is 720p, as the image clarity is pretty clear and the ghosting issues are practically non-existant (though, there's still some interlacing-esque issues, didn't really get the cause but disabling sharpening *seems* to fix it)

Sandemc (talkcontribs)

As for why is it RAM hungry, if you track the ram usage, during the loading screen it gradually spikes from 5-6gb usage to 11-15gb, which makes me suspect it literally just loads the whole stage into RAM at once (which explains both the long load screens even on SSD and the "please wait" screens). As for why did they do it - it's probably to 'simulate' the performance of the PS5 SSD, as DirectStorage and other alternatives on Windows are still not really functioning that well

Mrtnptrs (talkcontribs)

DirectStorage works well, just would require a major loading system overhaul, which the devs probably did not want to do. But that RAM-usage is increased during loading is normal, just meant during general gameplay, but could be that it tries to keep the whole stage into memory yeah, who knows

Sandemc (talkcontribs)

Wish we could go back to developers making massive dev commentaries on the development proccess explaining the difficulties and actual tech used

The RAM usage spike from loadscreen stays for the whole stage until the next load screens

Mrtnptrs (talkcontribs)

True, some devs do in some good GDC talks or own blog posts actually. But those are rare... :(

Sandemc (talkcontribs)

talking of dev talk - Psychonauts 2 devs, Double Fine, did a massive commentary on the development - it's literally the largest dev commentary to date, really curious to watch it later (psych-odyssey, can't link it)

Mrtnptrs (talkcontribs)

Yeah, actually saw that one, how they made the portals in UE4 was amazing haha

Sandemc (talkcontribs)

my request on the steam discussions seemed to work; though still unclear. If you also take the DF's video in account it seems to be both a cpu issue AND a ram issue. Decompression seems to be the main issue, which is affected by both low ram counts and weaker cpu's. Hm

Mrtnptrs (talkcontribs)

Yeah, game tries to seemingly stream in data and decompress it at the same time (according to DF) and all on he CPU, causing a huge CPU-bottleneck. They haven't said anything about RAM-issues, but from our conversation it indeed seems likely.

Sandemc (talkcontribs)

Yeah, I personally think they overlooked the ram situation, but who knows. As I just said I'm suspecting it's a both issue - if one can't compensate for the other, you likely get the 'please wait' screens

Mrtnptrs (talkcontribs)

I think the same here, that it is an issue on both sides.

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