Shadows do not render (warning, laptop :P)
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Posted by: Squall Leonhart.2075
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Posted by: Squall Leonhart.2075
i wouldn’t call the chip aging
but you might have drivers that are too old for the game.
hmm, it should be a proper seasonic or whatever high end they used at the time then.
have you checked the smart stats on that HDD lately? F3’s are prone to high raw errors that could manifest in a way that crashes the computer at times.
i didn’t see anything about xp keeping it in the game folder on the wiki (doesn’t mean the wiki’s right though).
when did you buy that TX 850, you might have one of the dodgy swaps corsair did.
stop abusing the forums, you don’t get to bump until 2 criteria are met.
A. 24 hours are up
B. Your post is no longer on the first page.
to save typing it all up in my own words
https://support.steampowered.com/kb_article.php?ref=5034-EIPV-6426
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Posted by: Squall Leonhart.2075
i get constant 30 in lions arch (capped) on a 550ti
my cpu is clocked at 3.8Ghz though.
XP black screens are caused by Pool exhaustion.
consider upgrading to NT6.
it honestly sounds like the gw2.exe is corrupted.
Download Process Explorer from the sys internals website, and add the Virtual Size column in the options.
then take screenshots of the process explorer window after loading into a character.
disable high resolution character models, keep the textures to medium settings. (and hope anet find a way to reduce the virtual allocations)
i explained that in another thread
You’re all posting on the wrong idea that physical memory (Working set and Private Set) is the most important aspect.
There is another field that is important on Virtual Memory based operating systems, that Task manager has no option to display what so ever.
This Virtual Size, as its known in Process Explorer, is often 500MB-1GB larger than the working set and is why the game is far more likely to crash on 32bit operating systems.
This Virtual Size is also often used to store quick cached copies of video resources so a game can be alt tabbed in and out of quickly without having to rehit the hdd for textures (among other things).
Just opening the GW2 launcher, 1.1GB of virtual space is allocated for the process.
By the time you hit the menu, its at 1.5GBThis is already close to unstable gameplay if it was running on a 32bit operating system.
Once loaded into a map (say Bloodtide) its already operating at 1.7GB’s of virtual. with a 2GB user address space, simply changing to a new map will crash the process.
1.9GB on portalling to lions arch
Bam, theres your crash.changing the address space distribution on 32bit will help, in some cases, but it can send the OS unstable in many of them.
Check in your gw2 root folder, the one with your game executable.
erm
no
local.dat is always stored in the user’s my documents\guild wars 2 folder.
reinstall your catalyst drivers, sp1 screws with display drivers from time to time.
An interesting point about shadows you mentioned.
There is something very fishy with shadows in GW2. Usually shadows quality is connected with increasing the shadow map resolution (pure GPU connected), or filtering when shadowing, also pure GPU load and/or you can skip shadow casters/receivers on lower settings. The fact that just going from high to medium shadows gives you a not bad improve in FPS tells me there is something either heavily connected with culling or there is something very wrong with the shadow rendering in GW2.
Its one of the many issues with Dynamic Shadows afaik
games like Skyrim use a delay on shadows to prevent them completely nuking framerates, but Fable 3….. shadows would absolutely nuke the game on anything less than a GTX 480.
Reset your system bios to optimal defaults (read the mainboard manual for instructions)
Do a chkdsk
and try uninstalling (if you cannot turn off) your antivirus.
You can use account recovery to unlink the authenticator
be aware that the mobile authentication stuff is still WIP and some people have (myself included) had issues with the recovery unlink feature requiring us to contact support.
You’re all posting on the wrong idea that physical memory (Working set and Private Set) is the most important aspect.
There is another field that is important on Virtual Memory based operating systems, that Task manager has no option to display what so ever.
This Virtual Size, as its known in Process Explorer, is often 500MB-1GB larger than the working set and is why the game is far more likely to crash on 32bit operating systems.
This Virtual Size is also often used to store quick cached copies of video resources so a game can be alt tabbed in and out of quickly without having to rehit the hdd for textures (among other things).
Just opening the GW2 launcher, 1.1GB of virtual space is allocated for the process.
By the time you hit the menu, its at 1.5GB
This is already close to unstable gameplay if it was running on a 32bit operating system.
Once loaded into a map (say Bloodtide) its already operating at 1.7GB’s of virtual. with a 2GB user address space, simply changing to a new map will crash the process.
1.9GB on portalling to lions arch
Bam, theres your crash.
changing the address space distribution on 32bit will help, in some cases, but it can send the OS unstable in many of them.
(edited by Squall Leonhart.2075)
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Posted by: Squall Leonhart.2075
for lack of better words, or the patience to answer you
Yes.
Almost all stuff you do simultaneously you still have to synch MANUALLY ON THE CPU in DX11.
Not entirely the case
You did in Direct3D 10 for almost all attempts at MT rendering, since it was not Thread Safe.
But in Direct3D 11, much of what is good at being multithreaded is Thread Safe, and the API itself can handle it automatically.
There are obviously points where you can optimise further if you do go down the unsafe route, but these are still usually points that are faster with thread safety than DirectX 9 could permit at all.
You also did nothing to address the fact that Direct3D 11 has far lower overheads regardless of threading.
btw, the biggest impact on the CPU is still graphic settings in GW2. Particularly Shadows and particle effects.
Apart from that write to the system restore folder (i wonder why its doing that btw) the gw2 process has essentially stopped writing to the dat file
Alright, heres what you could try
Delete local.dat again, and add the GW2.exe process to your antivirus’s exclusion list, this way it won’t be scanning the files that gw2 opens and potentially corrupting either of the dat files.
It has very little to no use of multiple cores.
What?
i don’t consider 40-50% of 8 cores (4+HT) to be “little to no use”. Thats effectively full use of a quad core cpu without hyperthreading (whilst load balancing across all 8 hyperthreads).
You really don’t understand how demanding DirectX9 is of the CPU either so YOU ARE THE ONE that should stop talking about things you don’t understand.
Theres alot of stuff DirectX 11 will permit the game to do in background Playback threads that Direct3D 9 only allows to be done on the main thread. Attempting to multithread Direct3D 9 usually ADDS additional cpu overhead.
Take a look at Dirt 2/3’s cpu usage between 9 and 11, and you’ll see that CPU usage overall is reduced in 11 vs 9.
http://hardocp.com/article/2009/12/23/dirt_2_gameplay_performance_image_quality/9
Making use of DirectX 11’s multithreaded display lists actually reduces overall cpu load because threads that would have to be executed and completed in a chain can be performed concurrently. permitting quicker execution of the entire batch before it is sent to the driver for execution.
Saints Row 3 is another point where 9 uses much more cpu than 11.
DirectX 9 DirectX 11
1 Core 100% 100%
1 Core OC 100% 100%
2 Cores ~80% ~60%
2 Cores OC ~68% ~55%
3 Cores ~48% ~35%
3 Cores OC ~43% ~23%
4 Cores ~39% ~20%
4 Cores OC ~36% ~18%
(edited by Squall Leonhart.2075)
delete local.dat and try a chkdsk
check that you have the latest root certificate update installed
Not gonna pay for Win7 64 bit to play a 50 dollar game when its something on their end not mine. They need to fix the issues with 32 bit OS rather than leave their customers on the down if thats the case
Well, theres surely ways to handle memory management better. Much of it is probably large chunk sizes resulting in excessive heap fragmentation.
you’re sorting upwards to the app with the highest writes, click it again to sort downwards
from the app with the highest writes.
delete local.dat, its probably corrupt, then run the repair again.
“Out of Memory: arena=Environment, cat=Map, allocBytes=38630160, "
Speaks for itself.
reduce your settings (textures in particularly) or use bcedit to change the userva limit
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Posted by: Squall Leonhart.2075
I had this problem after a system rebuild and decided to use MSE in combination with AVG Free. I was using AVG Free by itself prior.
I think the problem is more likely the fact you’re using multiple antivirus apps that cause the file to get locked as it gets juggled between them both.
any time avg scans the file, mse will as well, and the same in reverse.
Another guild mate of mine also had the issue and was solely using MSE.
myself and all my other friends using MSE are not. Letting MSE complete its 1 time off scan of the file wouldn’t hurt at all. but your MSE+AVG configuration will.
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Posted by: Squall Leonhart.2075
FIgured it out! Just needed to update.
oh, lucky!, those intel hd chips are nasty for opengl support, was going to say you might have better luck under bootcamp
the client dat downloads to the location you run the launcher from.
http://support.microsoft.com/kb/2670838 might not hurt either
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Posted by: Squall Leonhart.2075
don’t most i5 based macs also have a geforce gpu inside?
im using a logitech keyboard, and do not have this problem.
check that you’re using the latest LGS for it though
report it to mumble developers, the issue is on there end.
Steam and Fraps overlays work after all, so it can be fixed in the overlay software
in Account & Technical Support
Posted by: Squall Leonhart.2075
Perhaps this issue is common to those with a specific set up?
OS: Windows 7 Home Premium
Processor: Intel Core i5 3.2 GHz
Video: ATI Radeon HD 5700
RAM: 8 GB
No
in Account & Technical Support
Posted by: Squall Leonhart.2075
erm no
the 660 is high-mid end
the 660ti is low-high end (where 670 and 680 are mid-high and high respectively)
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Posted by: Squall Leonhart.2075
When the game isn’t choked by the cpu, SLI scaling is just fine.
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Posted by: Squall Leonhart.2075
Actually its a thin client setup, not a heavy client. Most of the graphics and sound are stored client side.
Context in regards to this thread?
update your display drivers
thread shows no text?
while phenom is superior to bulldozer in most aspects
its still half the performance of a similarly clocked intel processor in games that abuse the cpu.
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Posted by: Squall Leonhart.2075
What Mac sku?
if its an intel mac using intel graphics, you’re completely screwed.
intel doesn’t do opengl properly.
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Posted by: Squall Leonhart.2075
GW2 is a fair bit heavier then most other games
its kind of like running pre 1.4 skyrim except it can use multiple cores.
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Posted by: Squall Leonhart.2075
Post your crash log, dxdiag log or a system summary dump from aida64.
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Posted by: Squall Leonhart.2075
a virtual address space hang is software exception(crash to desktop or escapable by task manager), not a system exception (freeze/bsod)
A system freeze would be hardware wize for the most part.
in Account & Technical Support
Posted by: Squall Leonhart.2075
Your lack of Read is fail.
op posted that the game isn’t sli supported
this is proven as false.
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Posted by: Squall Leonhart.2075
so you guys are sure most of these problems are caused by Win XP being not 64 bit?
Because it’s really discouraging crashing in the middle of WvWvW and loggin in the middle of the woods with one piece of armor damaged meaning some friggin scrubs got a free kill on you cuz you crashed.
Alot of Windows XP’s problem comes from newer games and drivers utilising the system pools to a degree that XP was not coded to cater for.
Windows XP attempts to detect pool sizes at startup, but often doesn’t set the max possible for the users hardware capabilities
If your system runs out of Non pageable pool, you will experience complete system crashes, where as running out of paged pool will see the game crash or randomly stop displaying textures or playing back sounds.
Another aspect is the Virtual Memory limit, which on both XP and Vista 32bit is 2GB (or 3gb with relative to the operating system changes to boot.ini or bcedit). GW2 can quite easily run up an allocation of 3GB during normal play, unless you drop all graphics settings to the minimum.
update your display drivers, windows, directx
disable hardware acceleration in firefox
try rebooting….
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Posted by: Squall Leonhart.2075
Anet generally do NOT reply to threads regarding individual issues like this
take it up with support
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