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Eternal

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Everything posted by Eternal

  1. Not saying dx11 is inherently faulty, it’s just that the issue exists only while using dx11. There’s always gonna be some api specific bugs, especially with a game like warframe that has more than 1 available to use. Unfortunately it is difficult for them to track it down, they don’t have any crash reports of this, the game just brings you to the faulty hardware page when it happens. Also, dx12 stutters from shader compilation, not from using all your cores at once or anything. Once your shader cache has been built up the stuttering goes away. Games don’t have asynchronous shader compilation yet so the main render thread has to abruptly stop to wait for a new shader to be rendered.
  2. I think it’s all but confirmed that it’s an issue solely in dx11 mode. I’ve even seen it affecting people inside of Linux using dxvk proton. I’ve been using dx12 again for the past month now and I haven’t had a single crash again where it was happening at least once every couple days before. New system, no mem issues, bios and drivers are up to date, totally stable on my 7800x3d and rtx4090
  3. Warframe actually does have mouse constraint, the only time it doesn't is when you free the cursor in a chat window. So why not give it a shot?
  4. Have you tried starting the game in windowed fullscreen then? If the problem goes away by switching to windowed fullscreen then you could just use windowed fullscreen. Turning on optimized flip model presentation eliminates any latency and essentially just makes it better than exclusive fullscreen in every way. If it still does it even after switching then I’d start looking elsewhere
  5. Interesting to see oodle already has documentation on this specifically, I still think that was one of the best updates they did for this game 😁 Updating the bios and turning off Enhanced Multicore Performance should be all you really need to do though, latest bios version has added the stock turbo power limits in by default, turning off Enhanced Multicore Performance just makes sure it's not bumping your core ratios past x55 and having the bios automatically adjusting your voltage further for the higher speeds. If you still have crashing that's when you'd want to turn to tweaking in XTU and limiting clock speeds etc but your 13900k would have to be pretty worn out for that to be the case You can find the latest bios version F11f for your motherboard here, I'm sure you know how to but if you don't there's plenty of guides out there on how to flash your bios https://www.gigabyte.com/Motherboard/Z790-AERO-G-rev-10/support#support-dl-bios
  6. Common problem with 13th and 14th gen intel cpus on z790 chipset motherboards. Go into your bios and disable “Enhanced Multicore Performance”. I’m assuming you’re on dx11 as well, when it’s loading you’ll notice it maxes out a core momentarily, likely spiking your cpus voltage for single core turbo speed and subsequently crashing. So you could try and see if dx12 will help with that as well as it evens out the workload across more threads. I would also suggest looking to see if gigabyte has a new bios version for you as well. The intel power crashing issue is more of a recent find, you’ll see articles about it everywhere though. You can read more into it here if you’re interested https://www.techspot.com/review/2836-intel-cpu-crash-baseline-spec/#:~:text=About a month ago%2C we,systems to avoid stability problems. Good luck, hopefully that does the trick for you
  7. I think you’re on the right track there, I would guess the same thing. I think this is just an issue in general with windows scaling in full screen applications. I’d start by making sure you’re not using full screen mode in warframe, you need to use borderless fullscreen, then turn on optimized flip model presentation in the settings as well. Specifically with exclusive fullscreen when alt tabbing, windows will “rescale” on the fly and occasionally it will set the bounding box to be a lower resolution ie your other screen. Same reason with older games when you increase the resolution the mouse won’t move to the edges anymore, it will just stop like the mouse hits a smaller window. Good luck
  8. Per the wiki Refraining from Mercy killing a lich candidate will remove their weapon from the pool of potential lich weapons until each has been refused, but only if the mission is completed. Weapons rejected from aborted missions will remain in the current cycle. Best way is Cassini Saturn Capture, you have to make sure they DESPAWN before you extract and you can't quit the mission early. If you don't do both of those you aren't using the mercy system Good luck
  9. dx12 works much better in general in warframe, I run protonge with dx12 and never had any real issues
  10. Unequipping and re-equipping the warframe will solve the issue
  11. This might sound silly but have you tried unchecking the fullscreen button in the game launcher before attempting to start the game? Also are you trying to use dx11 or dx12 through dxvk or vkd3d respectively?
  12. You actually are infected with a cyst, the first 24 hours after infection you just won't see it. I think with the ephemera on it just assumes it to be at full size (7 days). Which is why you don't see it on your warframe but you do on the silhouettes.
  13. Glad it worked for you 🙂 I have a sneaking suspicion it might be related to something with dx11 that's relevant even on windows. Few other people (including myself) are having crashing issues on dx11 since Dante update. I had swapped because of the visual issues I was having on dx12 were annoying me but after switching apis it started having hard crashes pointing me to a page about faulty hardware etc. But switching back to dx12 has proved to be very stable, just not in regards to the flickering issues on lighting and ui (not sure if that is present in linux). But GE releases have always worked much better for me on warframe with my steam deck in general, cheers.
  14. Thought I'd post this here real quick but the temporal prime ephemera isn't taking custom colors atm, the energy colors work but the orbs are stuck at default colors
  15. Just bought PA, new ephemera doesn't take colors, they're stuck at the default, energy colors do work however
  16. I've seen playstation user threads requesting gyro for a long time in warframe, I do like the option of having gyro, it's nice on switch. You could make a feedback thread of some sort though, I think that's really the best you're gonna be hoping for unless some other 3rd party tool or steam input gets updated to have both working.
  17. Yeah I thought recently I'd start using dx11 again myself since I got tired of the visual glitches in dx12, I could live with the slower load times but man I started having a couple "hardware" crashes in warframe a bit too frequently that I never get with dx12. Back on dx12 again for the past couple weeks, I suppose I'll be living with the flickering too lol I've got a 7800x3d and an rtx 4090, still wondering if cards older than 2000 series are affected, I have a friend with a gtx 1080 that swears he doesn't have this problem but it reamins to be seen if he actually doesn't or hasn't noticed it. Some kind of update on this would be really nice, its been a long time issue
  18. You should try using protonGE. I haven't tried out Proton 9 bleeding edge yet but you can get Glorious Eggrolls Proton8-32 release that includes most of the stable release fixes with updated dxvk and vkd3d commits. I've personally been using dx12 mode with glorious eggroll proton versions and its worked far better than proton experimental or proton 8.0-2 in warframe, never crashed anywhere. You can get the release here to try out or what I recommend is using ProtonUP-QT to just install it for you from a simple drop down list, you can find it in the steamdecks arch store https://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton8-32
  19. Adaptive triggers only work in native mode, maybe that will change in a future steam input update that can passthrough the adaptive trigger api data but until then you're faced with that choice unfortunately. Personally I'd go for the adaptive trigger support 🙂
  20. I had 3 of these crashes recently in a netracell, archon hunt and a circuit run, all within a week of each other. I recently switched back over to dx11 when those crashes happened. After going back to dx12 I haven't had another one of these crashes for the past 2 weeks now. I can't tell you if that is actually related and unfortunately these crashes could be for multiple reasons on other peoples systems but there MIGHT be a relation there. Interested if other people have noticed these recently as well as when the game crashes in this manner it doesn't get logged and no war report is generated, definitely hard for DE to track which is why it sends you to a "faulty hardware" page.
  21. You probably just have a helminth ability subsumed over the ability you're trying to use an augment for, it won't show in your mod list in the arsenal otherwise
  22. This has been a problem for YEARS ever since I started playing, not sure if it's an issue with the achievment api or what but there's really only a couple things you can do. Loading into your dojo can sometimes retrigger achievement checks, long time ago this is how I got my achievments to resync. Option 2 is to use a program called steam achievement manager to activate the achievements on your account yourself. It's a third party program so it's kinda one of those use at your own risk kind of things, but I haven't had issues with it personally. Also they stopped adding the in game achievments as steam achievments after the deimos update so I'd be surprised to see them actually fix it at this point unfortunately 🙃 Good luck 👍
  23. As it currently is, the relay system works inside the main render thread which will make the entire game WAIT for player instance data to be loaded and then phase in the actual models of the players once the account data is also loaded. This causes way too much initial lag when walking into relays and hangs for even longer in busy instances with more players. Relays and hubs like the Zariman section off different parts to load and unload player instances (to save on performance) which will also cause the game to hang when moving into different sections of the hub. Yes, it only lasts 5-10 seconds but when speedrunning bounties it makes it incredible annoying having to fight the game to let me move over to another npc just to start another bountie. If a background worker thread were made to handle loading all of this information in, it would completely fix this issue. Letting the information stream in the background and then popping it in once it was ready would make every relay and hub completely lag free without ever disrupting the player, which to me, would make the entire experience of loading into these instances way less jarring and overall increase player QoL. Now I know the relay system is quite old and this more than likely isn't on the highest list of priorities but I think it would be a very welcome change across the board on ALL platforms. Thanks for the read 👍
  24. Just out of curiosity, have you tried switching back to dx11 to see if you still have this issue? From the the video you posted it definitely doesn't seem to be a memory leak, what hardware do you have in your pc?
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