People have been (reasonably) asking about the situation for Nexus free users and the 3 hour mark (the actual concern should be the 4 hour mark which is how long Nexus allows a download to resume from a failure). This was something I discussed with nexus staff before my upload. At the moment I'm evaluating alternatives (including having users run a script that does this on their paks) but no solution is perfect as the script would lock your computer down for a few hours, take a ton of space (since it has to unpak the game to convert all textures and then repak it all) and might not be stable for all setups. So this is the best solution at the moment. Nexus staff mentioned that as long as its under 20GB (which it is) even free users should be able to complete the download under the resumable time limit I am aware its still 4ish hours but it SHOULD complete as long as its downloading at the limit of the dl rate.
TBH you really should provide a way for the user to uncompress their own textures. You providing the textures opens you up to a world of legal complications since you are sharing copywritten work.
I don't think that's even feasible for over 70% of people to unpack it?
Thanks:
DaveURrr for paking the entire thing. 32GB of RAM wasn't enough and he kindly provided the superior hardware
Since that sounds like we have to be able to unload the entire contents of large assets all at once, and have either high end CPU/GPU capabilities. Don't know anything about the legal ramifications, but considering reframework is around and disables capcom antitamper, it doesn't seem like they're very concerned
I highly doubt this is the best solution. Offering the tool to decompress the textures ourselves is the best solution. Or offer an alternate link that is not locked behind a paywall to get full speeds.
it literally stated that the average users would NOT be able to decompress these textures themselves in a feasible manner you have no idea what you're asking for
Paks are encrypted so sharing the already made pak isn't really sharing game assets in any special way, can still technically only be opened by the retail game
The ram usage isn't something you can really just 'fix' because generating a pak this big just involves encrypting files and writing them to one massive monolith of a file
Can't fix ram usage? All you have to do is not store the entire output archive in memory. That's how every archiver made by a sane person works.
It's totally feasible to make a tool that reads textures from one pak and writes them uncompressed to another with minimal memory usage, but you'd definitely need to glue some code together.
I'm not sure if there's a significant difference in the final output, but there's MHWs Tex Decompressor Tool now.
Doesn't seem to have a large cpu / ram requirement nor crunch for hours. Tried it myself and obtained similar results on frametime stutter reduction, but no broken texture(yet), and was able to decomp the HI-RES PAK. Still decomp the normal game PAK if using HI-RES because not all tex are in HI-RES
Still need probably. It's only a simple dll update and I've done that since beginning and this still improve stutters a lot. I haven't tested this with TU1 tho
7900 XT is mostly between 55-65 without noticeable dips, I know that's 20gigs, but the card isn't a tank. This is to say I'm not experiencing stutter with the HD textures, also the game goes from looking like an early PS3 game to a mostly-somewhat respectable and occasionally gorgeous PS4 game. More noticeable in 4k, still apparent at 1440p though.
I do get wacky weird shimmer on some objects though and transparency on certain things like cloth seems like it's fundamentally broken.
Idk if that just absolutely necessitates DLAA to look right or what's going on. I am running some mods to remove some of the post processing like the vignette and lens distortion, but
I want to know this as well I'm so sick of seeing PS2-looking assets when my game is running with the mega-huge texture pack, more performance would be nice, but even the best reported increases are hardly better than what should be considered margin of error.
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Or offer an alternate link that is not locked behind a paywall to get full speeds.
you have no idea what you're asking for
Also, setting a huge pagefile (swap) should work
The ram usage isn't something you can really just 'fix' because generating a pak this big just involves encrypting files and writing them to one massive monolith of a file
It's totally feasible to make a tool that reads textures from one pak and writes them uncompressed to another with minimal memory usage, but you'd definitely need to glue some code together.
Doesn't seem to have a large cpu / ram requirement nor crunch for hours. Tried it myself and obtained similar results on frametime stutter reduction, but no broken texture(yet), and was able to decomp the HI-RES PAK. Still decomp the normal game PAK if using HI-RES because not all tex are in HI-RES
Source at https://github.com/eigeen/mhws-tex-decompressor
ll still work with the new update
Dead-Mod.
I do get wacky weird shimmer on some objects though and transparency on certain things like cloth seems like it's fundamentally broken.
Idk if that just absolutely necessitates DLAA to look right or what's going on. I am running some mods to remove some of the post processing like the vignette and lens distortion, but