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Eternal

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Everything posted by Eternal

  1. 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
  2. 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 👍
  3. 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 👍
  4. 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?
  5. Like this example? That first one is just from disabling Volumetric Fog AND Volumetric lighting vs the other one having them both disabled. The only other thing I believe they added since was the SSAO option which I suppose you could also try. I dont know what else you could really be talking about other than turning off all the eye candy to go back to a plain, bare bones look for the game, some people like that more, maybe you would too?
  6. Not sure what exactly you're trying to point out in the screenshots but here's a couple ideas for you. I think what you might be looking at are the volumetric lighting and volumetric fog in your images, I really like disabling volumetric fog for a much cleaner image and you can take it a step further and disable volumetric lighting altogether if you prefer the look. That's the first thing I'd recommend trying. Another thing to try is going into your gpu control panel and manually setting anisotropic filtering to 16x, warframe has a really low quality filtering method and it only goes up to 8x. Disabling anisotropic filtering and trilinear filtering in game and just setting it to 16x aniso filtering for the warframe exe in nvidia control panel will greatly improve texture quality across the board, does have a slight performance hit though. And I really would recommend just turning off AA as TAA has wayyy too much image smearing and the motion handling is nothing short of awful. The other AA options are essentially just screen filters. My usual go to options to just out right disable are Motion Blur, Depth of Field, Distortions, Glare and Film Grain. Also color correction is something I always disable, especially if you're going to be using HDR. Local Reflections are another good one to try disabling, the reflections are screen space approximated and the quality isn't the greatest, most people I talk to don't like to turn it off, but again, pretty much all of this is personal preference anyways. Hope you got some ideas of things to try to get warframe looking it's best for ya, good luck 🙂
  7. It’s really common for people to leave other programs open that can trigger client detection. “naughty” programs such as memory scanners, torrent seed boxes even other game mods can be detected, that’s a false positive, which is what I was referring to. Wasn’t trying to say you were cheating or anything like that, glad you got it resolved quickly though 👍
  8. Eternal

    DLSS 3.7

    Frame gen and dlss actually use separate DLL files which I think may be why it can’t be updated past dlss 3.5. Plus it has to be implemented into the api to load the frame gen DLL and actually do something with it. Maybe they’ll update it down the line on the next major mainline update though, it would require a lot of code changes to get working. You could maybe try updating manually and renaming the file yourself to see if it will accept a new version, just have to clear out the dlss backup file, but there’s no way frame gen is gonna work either way. Good luck
  9. This is a support issue, go make a ticket there. Keep in mind though if you have other "naughty" programs active in the background while in game your account will be flagged and subsequently banned.
  10. you bought an AURA forma, not an UMBRA forma. Umbra formas can only be earned through steel path shop and nightwave reward. But now you can slot in any polarity aura mod and gain the full mod capacity bonus, woohoo 😁
  11. Are you sure you're reaching your max 500% on hata satya while you're in a mission? Most of the time I don't get above 250% or so per magazine, while in a simulacrum you can much more easily get it up to the max 500% reaching your red crits. When you're playing a mission you don't line up punch through shots easily and most of the time you'll miss a lot of shots. You need something like 417 shots (including multishot hits and punchthrough hits) in order to max out your hata satya buff. Next time you're playing a mission check out the crit chance indicator at the top right and see if you're actually reaching a number capable of getting you red crits Additionally, reloading and holstering the soma in anyway will completely reset your hata satya bonus back to 0 which includes quick melee, hacking, exalted abilities, etc. You may be resetting your crit chance bonus without knowing
  12. It's just the color of the "black" that's making it look like this and can look worse depending on the location because of color correction and lighting changes. The default black color on the ephemera isn't a pure black it has an rgb value of R0G11B0 meaning when you go somewhere that saturates the colors it will appear to have a greenish hue on it. You can fix it by putting a forma on your dante to unlock the secondary energy color and set the secondary to a pure black color like the one at the bottom left of the smoke color pallete (and I believe the Tenno 3 palette has the pure black as well). Here's a before and after using your colors to show you But yeah just change the color, easy peasy lol
  13. Your crit chance isn't being lowered or anything, what you're seeing are the toxic lash proc damage numbers. When toxic lash is active it makes your weapon "hit twice" it basically makes a second damage instance based off your weapon damage that will deal bonus toxin damage. So when you see the weapon "not critting" it's just that the toxic lash hits can never crit, for example if you shoot your soma and it provides a yellow crit but you also see a white damage number with the toxin proc symbol that's just the toxic lash hit. It may look like the weapon isn't critting as often but that's just because there are damage numbers getting thrown in there from toxic lash that cannot crit that could make you think you aren't critting as often. Hope that helps
  14. They made changes to how warframes that are invisible will appear with the dante update. They made it so that frames with invisibility abilities can choose between the traditional "invisible" transparent glow or have the invisibility show up as a sort of energy effect on the frame. This was a global change to invisibility in the game. Wisps passive is that while she is in the air she is invisible, that's why when you usually bullet jump with her she has that particle trail on her. Basically, warframes that are invisible will have their weapon silhouettes show up like you're showing in your video, just how it has always been. I think with the invisibility changes they changed how the invisibility looks on wisp specifically by accident since there's no way to change her invis effects because she doesn't have any invisible abilities, it's just her passive effect. tl;dr wisp is invisible in the air and now has the usual invisibility effect on her where the weapon silhouettes will show up while invisible If you want it fixed you could make a separate thread detailing that the default invisibility effect is incorrectly being applied to wisps passive invisibility
  15. Have you tried switching graphics apis? If you use dx12 try dx11 etc. There's been flickering issues with dx12 for a while now similar to how this looks, like an issue with shaders not rendering. You could always send in a support ticket including your ee log file, they may have a bit better understanding of what is actually causing your problem. Really this could be anything even down to hardware issues, though pretty unlikely.
  16. A bit of a dumber question are you by any chance setting the game to fullscreen mode? hdr will only work in borderless window with flip model presentation on. If you're setting fullscreen on in the launcher or in-game it's just not gonna work
  17. Have you disabled auto hdr for warframe? Also disabling hdr in game and re enabling the option will likely fix this instead of reinstalling the game. I know the game requires hdr to be on in windows settings in order to work correctly but if you don't disable auto hdr it can try to do both at the same time and it kinda borks hdr. You can disable it in display>graphics in windows settings
  18. I will just add it is possible to get mouse and keyboard working using the cluster:public method through the steam command line codes when adding the warframe64.exe as a non steam game BUT you need to start the game in desktop mode (lol) but it does work. Also I've had a lot of the same issues using either the default version of proton for warframe and the proton experimental branch, I'd recommend using the latest ProtonGE 8 version, version 9 was just released if you want to try that out but I've had good success with the latest 8 releases, wayyyyy less issues and dx12 mode actually works correctly within dxvk on these proton-ge releases. Good luck 🙂
  19. I figured I'd throw my two cents in here I have a few ideas for you. One thing that might be causing this is the inital shader preload with the dx12 shaders. So the nvidia driver will handle these into a shader cache once things have compiled so it doesn't have to compile a new effect everytime you see it in game. However if there are other shader files already in your gpu driver, warframe could be exceeding your maximum shader cache size allowance which by default is 4gb I believe? which would delete your shader cache everytime you quit out of the game. There's a simple way to test this, inside nvidia control panel under "Manage 3D settings" in global settings you can set your shader cache size limit to whatever value you want, you can try 10gb first to see if this helps you out. The other thing that comes to mind is your gpu, the rtx 3050 only has 4gb of vram. Now this should be enough for warframe but under dx12 with the specialized shaders you can actually exceed that really fast, especially with other open programs on your pc like chrome. To give an example I actually use almost 8gb of vram in the new entrati labs tileset while in dx12 vs in dx11 I only use about 4gb, and that's just the in game reporting. I'd look at task manager again and see in the performance tab how much vram is pooling up on your gpu, if it's hitting over 100% vram usage while on startup as it loads your shader file that could possibly be the problem as well as it will start to offload that to system ram until the game finishes loading and then memory swaps that back onto your gpu (or even worse your system ram is filling up into a pagefile you can look at this in task manager as well). And the simplest thing if all else fails, do a clean install of your gpu drivers, there's a really great tool called DDU (Display Driver Uninstaller) that will clean your entire registry and any remnants of your gpu driver so you can do a nice fresh install of the latest nvidia driver, usually the first thing I do when I have weird performance issues with any of my games as over time there can be conflicts with older drivers as you constantly install over them Hope you figure it out 🙂
  20. Yeah I watched the devshorts today from steve and rebecca and it sounds like they're working on shader prefetching for dx12 at the moment. I'm hoping that with the work they're doing to it right now they'll pick this up along the way, but at least we know that they're actively working on it in some capacity (they specifically mentioned hitching inside of dx12 and that its a WIP) Here's the timestamp for those interested
  21. I see this is a pretty long standing issue at this point, I found this forum thread here detailing exactly what has been happening, the conclusion being dx12 backend having changed since the Kullervo update, which makes sense as that’s around the time I bought my 4090. It also seems that it’s actually NOT a card specific issue as there’s reports of 2000 and 3000 series card owners experiencing the same. They do also show these flashes where all of the shaders and lighting rendering in the scene will go dark for a few frames causing it to also “flicker” which I have seen but is not very common on my end. Here’s the thread for anyone curious but I suppose this answers my question It’s hard to believe this has been an issue since June of last year… I’ll be looking for some kind of update in the future so I can switch back to dx12 (I thought dx12 was out of beta at this is point but maybe not). maybe there’s another reason for why this is happening but right now it just appears that dx12 needs some love, cheers
  22. Hmm so it might be a DX12 issue, I’ll have to check that when I get home never thought to switch to dx11 and I don’t really want to honestly. Glad I’m not the only one that has ran into this though
  23. This is a rather strange one and I'm unsure if this is more of a driver issue from nvidia or something with how warframe behaves on these cards, I figured I'd get the ball rolling here to get some ideas on how to fix this or start asking the right people from here. I've observed this ever since I got my 4090fe and randomly different pieces of the ui will start flickering, sometimes even the entire UI will flicker. This is almost entirely seen on the name tags for mods in the foundry, vendor reward lists and the chat bar and menu navigation buttons while in menus. On occasion the entire UI will flicker. This isn't very consistent but if I sit inside my mod foundry I can watch it happen constantly, it typically lasts for a few seconds and then stops, usually either blanking the whole screen or flickering the mod name tags and menu nav buttons. Typically when it stops something else will start to flicker instead. Here's a video showing a little bit of what I'm talking about, I'll see if I can get a better example later but this shows it decently If you slow it down to .25 speed you can see the game is still rendering it's just the mod backdrop and ui blanking out for a couple frames, afterwards the menu nav buttons flicker a little. As for what I've done to troubleshoot this, I've tried my other gpu I have lying around which include a 4070 and my 4090 I regularly use. Both the 4070 and 4090 have this exact same problem. For the 4090 I've tried DDU for the video drivers and an entire fresh install of windows just to rule anything else out, there shouldn't be anything else conflicting with it. All drivers, bios' and windows updates are up to date. I'm primarily suspecting a driver issue from nvidia here as the card works perfectly and passes memtest with flying colors and has 0 stability issues, on the off chance that this is a game specific issue I'm hoping that this can be fixed relatively easily. I'd love to hear if other people have noticed similiar issues on their systems as well, this has just kinda annoyed me over the last few months where I said I've had enough and tried to do something about it. Maybe dmitri has some insight into this but I would be very surprised. If the conclusion is a driver related issue I'm hoping DE could maybe report it to nvidia, I doubt me posting to their forums would lead to anything. Thanks for the read if you did :)
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