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RorschachRev

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Posts posted by RorschachRev

  1. 7 hours ago, KIREEK said:

    i was able to enter the plains by having a friend invite me from inside, but i crash after 10 seconds, sure i can apreciate the scenery, but that doesn't last long, tried around 10 times, i can only play and explore for 10 seconds.

    Go to the liset, set Solo mode. Then load from Liset into PoE directly (no door). That *may* work since the sequence is different.

  2. 6 minutes ago, KhaelBlackDragon said:

    SSDs dont need defragmentation. Just reminder to their owners.

    Sort of. The real question is how much RAM is on the SSD as cache. I'm not really concerned with seek time of an SSD (there is none) but instead how NTFS may (mis)manage a fragmented file by reassembling it memory instead of doing disk reads. Having a lot of experience with how badly windows mismanages things (and how well linux does), I am going to recommend that an SSD owner who is experiencing stuttering on event, or crash on event, to defrag the folder (and only the folder) that contains warframe. The tests I looked up online weren't considering game sized resources that are 5x as large as the RAM of the machine. In one case, the tester was probably not doing any disk reads at all and didn't notice.

  3. They tweaked the game scale to fit archwing in, I suspect that the detection ranges are also tweaked. Basically what's 30m to a gun won't be 30m to an ability or radar. My Nova's warp is limited to 50m in PoE, but I use it to warp 200m+ in missions. (less than 50m is faster to parkour than to aim anyway) Nova's 4th ability has a different radius in PoE as well, and I suspect that the same scale changes are affecting loot and mob auras. 

    I also noticed that the minimap is scaled differently, the icons are closer to my character despite needing to walk farther. So  was used to standing "next to" the icon on the minimap and then doing my whip to break the box (I think 10m range.) The same behavior doesn't work on the plains, I have to be stacked on top of the icon, not "next to" it. There are at least 4 types of scale adjustments that occurred here. Radar needs serious boost.

  4. I highly recommend a forced defrag on the folder. (I use defraggler for folder and boot time pagefile.sys defragmentation, and mydefrag for disk defrag.) The patch process created over 6000 file fragments, and I highly suspect some of these crashes are timeouts on loading textures/models from the highly fragmented 21GB of game data.

  5. Would be nice to have anything, ANYTHING besides being forced to go to a relay that takes me 10-30 min to turn in a bounty and get back into PoE. Watching my character attempt to run in a series of freeze frames through the relay they force us into.... cooking a meal IRL while the relay loads... finish eating it and cleaned dishes before PoE loads again... can we have something that allows more than 80% load time? If I need to change weapons, that's what, an hour? (PoE exit, relay load. 3-10 Relay exit to Liset.5-15 Liset to enter relay. 5-15 Relay bounty. 2-10 Relay to PoE. 5-20 = Minimum time 20 minutes. Maximum time estimate 1h 10m. Probable time estimate: 40 min.)

  6. 1 hour ago, cloud1320 said:

    Win XP 32 yes(with gtx550ti-1GB), it crashed when loading PoE after getting bounty quest, then it loaded(took like 2-3min) was running pretty smooth but then randomly crashes again and again after 5min of playing, i stoped trying for now coz i dont see any new hotfix. As i can see it happens not only on toasters but on high end machines too

    I bet that your F.TextureDx9.cache and your F.Misc.cache are highly fragmented. Defrag the folder with Defraggler. If that doesn't work (still fragmented files) then you should do a "Free Space" sort, then defrag again. After a free space sort+defrag, increase your pagefile to at least 16GB. If you increase the pagefile while the free space is fragmented, you'll end up with a very fragmented pagefile.

    I know this sounds "silly simple" but what I expect is that the drop ships and other events are attempting to be pulled from disk. Loading the textures requires accessing additional files that are compressed. Attempting to load the files, the disk is searching and finding lots of fragments. Eventually the "pull texture and model from disk" operation will time out, and the game will crash.

    The typical behavior for a fragmented file is to load the file into memory, (by segments) and then access the file in memory. This allows a virtualization on the block seeking behavior that mimics a non-fragmented file. That doesn't work in this case because the files are 1.1, 2.5, 2.8 and 14.6 GB in size. The result is a very CPU intensive failsafe method, where the logical map corresponds to a physical map, and the disk heads are flying around like crazy instead of just reading the next sector. After that is done, then the data can be unpacked. Without studying their format of 'baked' textures too much, this explanation is potentially slightly off but not by much. (They have packed files, and I think the packed files are the rendered form, not a compressed form the way some engines do it. The result is longer load times, but higher fps in game.)

    i hope patience will be golden here xD

    I have clients, not patients.

  7. I estimated you'll need 700-1000MB RAM extra to play PoE smoothly. If you don't have over 4GB, then trimming down the system services, disabling everything else, increasing the Pagefile.sys to 16GB+ (in System Properties, Advanced System Settings, Advanced, Performance, Advanced, Change, 16384 MB Initial and Maximum) is a good option. You're in the same boat as me, trying to run without enough RAM. Someone said they are able to run on 3GB, which I suspect is a completely different game mode and he has 1GB+ graphics memory for textures. While you're in the System Properties, I recommend going to Visual Effects and setting "Adjust for Best Performance" which removes anti-aliasing on windows fonts and reduces the memory consumption of explorer.exe. 

    I posted a link to Black Viper above, this is your best bet for lowering the windows overhead. I also had to remove a bunch of developer tools, which saved 800MB on load and run for some reason. (M$ Azure stuff was the likely culprit in my case.)

  8. 1 hour ago, lamplovesme69 said:

    My prerequisites are not complete even though I already am way past MR 1 and have done several bounties along with speaking to Korzu in Cetus. I have no idea how to even start this quest.  

    The quest for the new warframe, Gara, probably has an MR requirement higher than "one." After doing the first bounty, I had another dialog appear from the person who gives bounties. I suggest ranking up more gear, doing more tests. I'm RorschachRev in game if you want some help.

  9. I've watched some Devstream, saw some notes and summaries of UI design. They current philosophy was stated similar to "make the game about the player and not the GUI." They want to make the GUI and choices unobtrusive. What they have really done with PoE is remove "choice" from the player. I just talked to an NPC, I accepted her quest. I'm now loading into PoE in the middle of night, instead of going to my Foundry like I wanted. There was no question, no prompt, no "hey did you want to run around PoE at night instead of switch weapons like you need?" 

    As Warframe has evolved since I last played, I see many situations where "choice" is removed from the player. We aren't *permitted* to control our character or the game. I really loathe being dragged along AUTOMATICALLY from what I was trying to do, into certain death I was trying to avoid. 

    Here's another example in PoE of choice being completely removed from the player. Where's my controls over the mission loadout when I walk out of the Cetus relay. I want to force solo type to lower RAM and network requirements. Maybe there is some way to do this while in the relay, but the GUI is so "unobtrusive" I can't find it. On loading into the Cetus relay, I'm not allowed to pick which instance I go into. Worse yet, I'm not allowed to switch. Maybe you should stop cramming stuff down our throat and give enough control to the player they don't feel like they are being FORCED into doing things. 

    So here I am, in PoE, at night, wrong weapon. I think I'll afk until night is over instead of abort the mission. STOP FORCING ME.

  10. 8 minutes ago, Monolake said:

    So you've managed to run it on 32bit system? good to know, Ill try defragging and setting swap file to higher value

    32 bit, with an APU in a laptop. Solo mode, defragged, high swapfile.

    Edit: with that said, 0-12fps in PoE, 20-27fps in 'normal' missions. load time to and from PoE and the relay is about 3-20 min. Game pauses for up to 10 seconds mid fight.

  11. 53 minutes ago, Domainer said:

    Found a problem. While you at Plains and almost you finish your mission the randomly crashes. " example when you had 24/25 kills and you kill the last one it crashing ". Is there any chance to fix it ? " HP Pavilion laptop I3 Processor / 2 gb Nvidia Geforce video card , 8 GB DDR4 ram. Thats my config " Using almost every graphics settings to max.

    Graphics settings on max = runs unstable code. But hey, it looks pretty so mission complete is obviously less important.

  12. 1 hour ago, repoocelad said:

     

    On a 32-bit Windows you only have 2GB available to any application, regardless of how much physical RAM you have. If this game is leaking or e.g. your video driver is using your user mode memory pool (the allotted 2GB) you will get into troubles. You could try lower graphics settings or google for /3GB or bcdedit's IncreaseUserVa and provision up to 3GB of memory to user mode applications. But this latter solution oftentimes causes Windows to become unstable (drivers are typically the culprit) and it would require Warframe to be built with /LARGEADDRESSAWARE (which may very well not be the case).

    2GB of RAM per *thread* not per executable. Remember that each thread gets its own PID. 

  13. 4 minutes ago, FarfarsGamlaKalsonger said:

    well im going in deeper in the computer, i think it is something to do with priority list becouse i opened the task menger and it was like cpu 98%, gpu 12% so it is something at a miss there. well i became frustrated and then i went and got my coffee so i think that may be the problem. im useing windows 10 and i have not had any problem so far with it so i may be the game.

    So I used to work for M$ at one point. "Deeper" here is all relative. I've probed pretty deeply. Defrag. "Defraggler" will allow you to scan your Warframe folder for fragments, (right click your launcher icon, or go to your steam apps folder) and then defrag only Warframe if you choose. A disk analysis will give you a list of files, and that list allows per file defragments, moving to different parts of the disk, etc. Assembling disk fragments into a whole is I/O blocked, but CPU intensive (it also has to decompress them, shuffle the parts around the bus) and a lot of extra work. 

    There are a lot of things that should likely be done to optimize PoE (bloom setting, further zone of interest optimizations,change the way the scripts are triggered to a list of lists sorted by zone, remove the relay requirement for bounties, etc) The RAM and CPU usage here is too high for lower end Warframe players, I went from 20-27fps to 0-10fps even after optimizations to my machine. I'm getting used to 3-10 sec pauses in the middle of combat, but tbh I shouldn't have to.

  14. Things that low memory clients need to lower memory requirements, and maybe avoid changing the minimum spec to 6GB:
    A Quick Turn In Option. If I could use a kiosk in the entryway to turn in a mission and get new bounties, that would prevent me needing to load a relay. I would pay plat (one time) to avoid (permanently) needing to load the .... *cough* relay. 

    Alternatively: make a single player instance of the relay. My load time would still be 2-5 min after a mission, but it wouldn't be 5-15 min any more. Adding in the 3-10min on starting the plains in solo mode... that's 10-30 min to turn in ONE mission, without actually getting to play. I'll repeat, that's 10-30 min LOAD TIME between missions.

    If you can't do either, increase the published minimums to 6GB. 

    Make sure you tell these people:
    https://www.systemrequirementslab.com/cyri/requirements/warframe/11546 Claims 2GB RAM and 1GB disk

    https://www.geforce.com/games-applications/pc-games/warframe/system-requirements Claims 2GB RAM and 5GB disk

    http://warframe.wikia.com/wiki/System_Requirements Claims 2GB RAM and 20GB disk

    https://www.warframe.com/en/faq Claims 2GB RAM and 25GB disk

    http://www.game-debate.com/games/index.php?g_id=4760&game=Warframe Claims 2GB RAM and 5GB disk

    There is no bloody way that this game can load on a 2GB RAM system. Solo mode, defense, no other software running, windows xp maybe. But considering that this game takes 2.5GB when loading PoE without anything like DirectX or drivers... no way. No. Way.

  15. If you're stuck on 4GB of RAM, play "Solo" in PoE, use this guide, http://www.blackviper.com/service-configurations/black-vipers-windows-8-service-configurations/ and for the love of anything you consider important, defrag. I use Defraggler on specific folders like games that patch with over 6000 fragments, and boot time defrag, I use MyDefrag on the actual disk.

    You're still stuck waiting for several minutes as data is swapped to the pagefile.sys for a while. I'm increasing my pagefile.sys to 32GB (up from 8gb) in order to hold the whole game in swap space.

  16. 10 minutes ago, FarfarsGamlaKalsonger said:

    I don't get it, I don't have the best computer but i can play warframe on medium without a single problem everytime i walk to the gate it loads forever then it crashes and i get a hardware failure from warframes webbsite. And there is nothing to help in the support section. So what is up with that?

    Defrag. PoE takes about 700-1000 more MB of RAM than normal missions.

  17. 7 hours ago, Monolake said:

    Plains always crash on load "out of memory" in EE.log ( I have 4gb win7 32 bit)

    Defrag, shut down all services that you can. Close all apps you can. PoE system requirements are around 6GB of RAM, but I did manage to load a solo version after a defrag on 4GB. It was also 9-15fps during the good parts, and RAM increase of about 400MB switching from Night to Day. I've also turned off things like Spooler, Superfetch, etc. I even managed to shut down the "Store" service in windows 8.1! Here's a guide for services: http://www.blackviper.com/service-configurations/black-vipers-windows-8-service-configurations/

    The defrag is the MOST critical part of this, the patch took a folder with 2 total fragments (the 15gb cache file) and gave me over 6000 file fragments. 

  18. New minimum requirements: 6GB Ram. Also, defrag your hard drive to lower your memory requirements. The patch generated over 6000 file fragments on my machine, and the files are assembled in pagefile.sys in a contingous form before use. (e.g. fragmentation eats memory in one form or another.)

  19. The patch notes are written in an inverted teasing style, apparently by the same people who do the in game announcements for the patches. (Style of writing so similar.) Instead of a clear explanation we are given this:
     

    Actives in their current form on the public build are at the behest of a 100 HP pool for the Operator. The Active and Passive Focus paths in Focus 2.0 aim to increase your Operator’s survivability and to give you the option to approach combat with added Operator support and armaments. Only a few encounters will necessitate this and as the game and feedback grows we will develop accordingly.  

    As far as the Focus Schools themselves, we have clear cut the trees of the old system and are rebuilding entirely new ability paths. We are also including cross-Focus nodes you can unlock within different trees! 

    Many benefits of the new Focus trees are linked to the activation of the Operator or Operator Abilities (Void Dash, Void Blast, Void Mode). 

    We have reduced the Pool Increase costs significantly and distributed the Focus point investment more into the nodes.


    Naramon:

    Naramon has 10 Nodes for you to explore!
    Affinity Spike: Kills from melee attacks grant increased Affinity!
    Power Spike: Melee Combo Counter will now decay over time. 
    Mind Step: Increase the movement speed of your Operator! 
    Mind Sprint: Increase the speed of Void Dash! 
    Disorienting Blast: Void Blast has a chance to confuse enemies.
    Disarming Blast: enemies hit by Void Blast have a 10% chance to be disarmed.
    Executing Dash: Void Dash no longer displaces enemies, instead it will open them up to finishers and increase finisher damage. 
    Surging Dash: Creates a wave while dashing, increasing the damage in the area around the operator. 
    Void Stalker: Void Mode increases the Critical Chance of melee attacks, and the chance gradually decreases when the Operator leaves Void Mode. 
    Void Hunter: Void Mode reveals enemies through walls, and this gradually decreases when the Operator leaves Void Mode. 

     

    Which should be written something more like:
    The main powers for each school have been removed as active abilities and integrated into the other Operator abilities as passive and secondary effects for more seamless play. Triggering the abilities that were core of the school is integrated into Void Dash, Void Blast, Void Stealth and Void Zap (I forget the word.) Triggering passives for the duration of the mission is now triggered by entering Vode Mode.  

    Operator abilities and passives are still limited to a single school, but there are now cross over passives and additional benefits for multiple schools. (I'm still unclear on details  personally.) Focus 2.0 is designed around increased survivability of the 100 hp Operator mode. (What the hell is that sentence in the patch notes? Do they speak English?) The cost of the nodes have been rebalanced, additional nodes are unlocked through quests (note that this was completely omitted in the official notes), and the entire system is a work in progress. This new framework allows for greater flexibility and a more seamless experience. All abilities and passives can be triggered while in Operator mode instead of leaving and entering the warframe repeatedly to use a school special followed by Void Blast, Void Dash. 

    Naramon (10 Nodes): (I read the explanations in game several times, and played with a few of these but couldn't unlock all. Below is a mix of their writing and mine, with comments.)
    Affinity Spike: For duration of mission after Operator mode, melee kills grant 10%-30% increased Affinity!
    Power Spike: For duration of mission after Operator mode, Melee Combo Counter will decay over time instead of cancel completely. 
    Mind Step: In Operator mode, Increase the movement speed 
    Mind Sprint: Increase the speed of Void Dash! (what is speed? casting speed? travel distance? time taken during travel? cooldown reduction between dashes? I don't know and can't tell, so I'm not going to rewrite this.) 
    Disorienting Blast: Void Blast has a ??% chance to confuse enemies in 5m/7m/10m radius.
    Disarming Blast: enemies hit by Void Blast have a 10% chance to be disarmed.
    Executing Dash: Void Dash no longer displaces enemies, instead it will open them up to finishers and increase finisher damage. (I can't figure out this sentence either. What does this mean? So I dash, get stuck on/in the enemy I dashed through, drop out of operator mode and do a melee attack for finisher damage? "Displaces enemies" ... they altered the mechanic of a core ability and we get "FINISHERS! OMG!" as explanation.)
    Surging Dash: Creates a wave while dashing, increasing the damage in the area around the operator. (So an AoE effect, that acts as a party buff increasing damage .... attached to the terrain, a target, my warframe, or my operator? I can't tell.)
    Void Stalker: Void Mode increases the Critical Chance of melee attacks, and the chance gradually decreases when the Operator leaves Void Mode. (As written, I would assume that the Operator is doing melee attacks. My mind struggles with that explanation so I'm guessing this is a "Passive triggered by entering operator mode, with decay over X minutes")
    Void Hunter: For X minutes after leaving Void Mode, Warframe sees enemies through walls. Range decays starting at X min at range X1 until Y min at range Y1 after Operator leaves Void Mode.

     

    DE: You are horribly mistaking who actually *reads patch notes.* We don't want sales pitch or hype IN PATCH NOTES. These aren't people who need to be sold on how great something will be, they are people who are trying to figure out mechanics to TEST and DOCUMENT for your playerbase. Patch notes should be organized by audience, and all of the "visual effects and animation" should be in one section, modifications to existing weapons and abilities in another, system reworking like Focus 2.0 or Parkour 2.0 should be separate. Think about the wikia editors for a moment here. They need to delete multiple pages of the wiki for warframe. WHAT DO THEY WRITE NOW?

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