its a LOD mesh issue. Simply logging out to main menu and back in fixes it. It is what we have been saying and TFP are aware of the bug just hard to reproduce easily.Games'n'Grumble said:I have to ask - everyone saw this moment on stream, right? What's it? Subscribers often contact me with this problem, and all I can recommend is to enter "pois" command in the console. Can the dev-team (possibly @faatal) explain why imposters do not disappear from the location, disturbing players? In Alpha 19, this is a very common problem. It seems to me that this is a RAM problem, and the swap file helps some people, but not everyone.
Tell us if this problem can be fixed in A19, what is it related to, and whether it will be fixed in A20? Thank you very much.
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Not hard to reproduce. When dedicated memory is filled and RAM is also topping or juggling too much, it happens 100% of the time. Moving fast through the map (no need to God mode) also results in that, but again, memory HAS to be filled.its a LOD mesh issue. Simply logging out to main menu and back in fixes it. It is what we have been saying and TFP are aware of the bug just hard to reproduce easily.
but atleast they saw what we have issues with mostly (as well as the marble blocks and little block issue that garbage and besser blocks turn into,
but yeh log out to menu and back in fixes it. (may or may not have to do a couple times, even in a row to fix then can play for a while etc without it occurring)
None of that should be set in stone yet. Once RWG changes are further along, we can see where memory use is at and fix what needs to be fixed.@faatal , since Robert isn't here to answer, do you know if the RWG has a target RAM consumption for a20 ? The news are that you guys are ditching the 4k maps. I have mixed feelings for various reasons:
In 4k maps, the RAM RSS feed currently stands at 3800 Mb to ... 6000-6200 MB !! after around 5 (quest days/build nights) hour sessions SINGLE PLAYER. That means multiplayer can easily double after just 4-5 hours resulting in 12000+MB memory RSS feed and square and texture artifacts everywhere at virtually any time (artifacts start to happen when the dedicated memory is filled and system RAM juggles too much).
My concern is that if we are going to get 6k maps minimum, how is that going to fare for us lads with peanut butter Pcs? At the moment I'm standing in the "just ok" rope with 4k maps consuming said 3,8 gigs to 6,2gigs after 5 or 6 hours.
Do you have any insight on this subject ? Are 6k maps gonna have a stable 4 gigs of RSS most of the time or are they expectedly going to hit the 8 gig mark as Navezgane is currently doing ? Senior programmers have a throne in Westeros from where they can overlook such things, right? I'm sure of it.
Salutations.
Not hard to reproduce. When dedicated memory is filled and RAM is also topping or juggling too much, it happens 100% of the time. Moving fast through the map (no need to God mode) also results in that, but again, memory HAS to be filled.
@madmole with the new character models, will we still be able to make our characters bright purple or any other unnatural color? I really enjoy having my character look as bizarre as possible so I hope this will still be a thing. Ark does an excellent job at letting you make a truly abominable characters, though I understand if body shapes like that aren’t possible for the sake of making armor not clip.
I can look at that at some point, but busy with other things now.@faatal , I've been testing A19.3 performance. I hope to have unearthed something useful in the output logs. Be aware, the issues posted below are universal to all sizes (4k and 8k) though in 8k they might be proportional.
A lot of complicated code. For all the people who complain about lack of optimizations, if there were none it would be unplayable.I wanted to ask. How were you able to get the game to load all that data? I know some people who are trying to make a game and it takes forever to the game to load and it doesn't have nearly as much detail as this game.