PC Graphics are poo since last update?

leaving texture streaming on and doing `gfx st budget 2560` on the console did it for me, the game now looks as good and performs substantially better than it did in b143. according to nvidia-smi i'm still only using 2724/3012 vram (and the game's only using 2244 of its budget so it's pretty happy too).

 
I was getting this and wonderd what happened too, was using an old save from older build so chalked it up to that, glad to see that other people making new saves didnt rectify ot so i know i havnt wasted time doing it myself lol.

 
It has A LOT to do with your GPU ram. I personally am not experiencing this due to having 6GB of VRAM, but people that rely on texture streaming are experiencing this, and that is what the main purpose of the new stable build from what I read.

 
leaving texture streaming on and doing `gfx st budget 2560` on the console did it for me, the game now looks as good and performs substantially better than it did in b143. according to nvidia-smi i'm still only using 2724/3012 vram (and the game's only using 2244 of its budget so it's pretty happy too).
Can Confirm.

Follow the instructions of @quyxkh , then shut down and restart 7 Days To Die for good measure. Problem is gone.

Edit: Weellllll.... Things are a little wonky still.. but playable.

Let us hope further updates aren't 1.6GB in size just to fix this sort of thing.

 
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I looked at this today and discovered:

It turns out the reduction of textures from texture quality does not matter to texture streaming trying to fit into its budget, so the smaller budgets I chose based on VRAM are too small on 2 or 3 GB GPUs. Unity also just uses the lowest mip level it is allowed, when textures don't fit in the budget and with our settings it is 1/8 and ugly.

Made these fixes:

Increased texture budget to 90% of VRAM.

Decreased texture streaming max reduction to 2.

 
Yup. Getting rid of texture streaming in the main menu did it. BUT. If you adjust your video settings in game at any point it screws it up again.

 
I looked at this today and discovered:
It turns out the reduction of textures from texture quality does not matter to texture streaming trying to fit into its budget, so the smaller budgets I chose based on VRAM are too small on 2 or 3 GB GPUs. Unity also just uses the lowest mip level it is allowed, when textures don't fit in the budget and with our settings it is 1/8 and ugly.

Made these fixes:

Increased texture budget to 90% of VRAM.

Decreased texture streaming max reduction to 2.
Thanks for looking into this,Now work great after latest update.
 
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