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Using UIO and an additional overlay framework...

General mod discussion and requests.
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Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

Using UIO and an additional overlay framework...

Post by Mystical Panda » Thu Apr 21, 2016 8:23 pm

A new modular overaly dll might be nice to dynamically add new "things" to the hud area (UIO supported). One such thing would be to use the existing in game hud overlay to display information about ram, vram, cpu usage, and more importantly program total ram in use (helps when tracking down crash problems since tabbing in and out of the game seems to cause problems). This should work 100% of the time since it's not adding a new overlay ontop of the existing game's rendering framework. Just adding display text/values to the hud's text file, or letting UIO add them in. A new dll might be needed to use system functions to query values like ram, etc., with a config file present to determine the time between samplings. Current local time, things like that. A warning could even be displayed if the game program is >= a set upper limit (approaching an out of memory crash).



Anacostia Crossing
Posts: 60
Joined: Mon Mar 24, 2014 7:45 am

Until this will be done - if

Post by Anacostia Crossing » Thu Apr 21, 2016 10:22 pm

Until this will be done - if you need to display infos about your pc while you are in game, you could try some free softwares like Afterburner, they helped me a lot to track down issues.



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

Thanks Anacostia! I have

Post by Mystical Panda » Fri Apr 22, 2016 12:35 am

Thanks Anacostia! I have afterburner installed that came with my GPU. and use when performance issues crop up to see what's causing the bottleneck. So far, I'm just tossing here but, NVSR seems to help especially when more NPCS are spawned (like when using Marts, which I do with x3 spawns). I believe it works better because the game engine creates copies of the AI script for each NPC instead of using a single script instance which references an NPC linked list (data). That takes up more heap space. That would explain while those that don't use those types of mods don't need to added heap space, while others do. Having to cycle heap blocks in and out slows the engine down effecting FPS. Whereas one large heap means no cycling in and out, and or creating freeing up (paging if you will) between heap blocks. I'm guessing that somewhere in the game code is hard-coded references to the original heap size, and that, plus the "timing" to do things, makes larger heaps unstable.



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