Figured out the out of memory crash: It's not this mod. While disabling texture streaming does increase memory usage a decent amount, not enough to overwhelm my system. It was SpecialK causing it, seems to be really glitchy with this game and causes a massive memory leak thats not too apparent until the golden road. At the golden road it crashed my game within 15min of loading, and that was after i upped my pagefile to 32gb (total comitt charge over 47gb). Within 3 battle it was using up 10gb, a few more battles over 20gb, and keeps rising a gig every min or two until it crashes.
With specialK and this mod disabled: Fresh load into golden road auto save, then 3 battles to load some enemy models/textures: 3.71GB Turned your mod back on: Same scenario: 4.78GB. So can say the base version uses about a gig extra memory running at 4k. Worth consider on low end systems but fine on mine luckily. (Probably a lot less at 1440p or 1080p) Also understandably causes longer loading times (From 3 seconds to 5-6 seconds) - well worth it to avoid the texture pop in. Played another hour , few areas, boss fight and up to 4.78GB , so seems stable now.
I'll test the model popin fix again later, probably fine on my system well without specialK.
There is a guide on steam discussions saying you need specialK to have it render properly at 4k, but that's not the case. With my desktop at 1080p and game set to 4k, it does run at 4k on it's own. Just has some weirdness - it boots into the first screen at 1080p, then switches to 4k after the first screen. SpecialK can fight it to force it to run that first load screen at 4k, but rest of game renders the same. (And might be why it was causing that massive memory leak)
Working for me, however after a few hours of play the game crashes with an out of texture memory error. I was using the non model popin settings too at first, so figured maybe that's unstable since you mentioned little testing.. Tested the base version now, same error after about the same time ~3 hours. Probably related? Maybe can tweak some of the memory pool sizes as well to help?
My system itself shouldn't be the issue, run much more complex games at 4k without any crashes, EG: Nier Automata recently.
(Ave 16gb ram, nvidia 2070 super 8GB, win10 x64 )
Gonna try upping my pagefile to 32gb and see if any difference.
So I downloaded a version of this mod right when it was published that's about 10 times larger(45 compared to 4) and maybe it's just me but all the updates are not as good as that original mod you published. What else is in that pak cause it makes my game look fantastic? And why did you take it out?
What happened was for the original mod I used a program that can pack folders into PAKs called Unrealpak, and I used it without compression. For the newest version, I used compression. It's still the same file, I took nothing out.
19 comments
Does path sup-d to look like this?
[/Script/Engine.RendererSettings]
r.TextureStreaming=False
My question is, for this game, where do you put the DefaultEngine.ini ?
With specialK and this mod disabled: Fresh load into golden road auto save, then 3 battles to load some enemy models/textures:
3.71GB
Turned your mod back on: Same scenario: 4.78GB.
So can say the base version uses about a gig extra memory running at 4k. Worth consider on low end systems but fine on mine luckily. (Probably a lot less at 1440p or 1080p) Also understandably causes longer loading times (From 3 seconds to 5-6 seconds) - well worth it to avoid the texture pop in.
Played another hour , few areas, boss fight and up to 4.78GB , so seems stable now.
I'll test the model popin fix again later, probably fine on my system well without specialK.
There is a guide on steam discussions saying you need specialK to have it render properly at 4k, but that's not the case. With my desktop at 1080p and game set to 4k, it does run at 4k on it's own. Just has some weirdness - it boots into the first screen at 1080p, then switches to 4k after the first screen. SpecialK can fight it to force it to run that first load screen at 4k, but rest of game renders the same. (And might be why it was causing that massive memory leak)
Probably related?
Maybe can tweak some of the memory pool sizes as well to help?
My system itself shouldn't be the issue, run much more complex games at 4k without any crashes, EG: Nier Automata recently.
(Ave 16gb ram, nvidia 2070 super 8GB, win10 x64 )
Gonna try upping my pagefile to 32gb and see if any difference.
https://www.youtube.com/watch?v=RWvqxucMtPY
NoPopIn_P:
{
[/Script/Engine.RendererSettings]
r.TextureStreaming=False
}
NoTexturePopInorModelPopIn_P:
{
[/Script/Engine.RendererSettings]
r.TextureStreaming=False
[SystemSettings]
r.StaticMeshLODDistanceScale=0.25
r.SkeletalMeshLODBias=-2
foliage.LODDistanceScale=20
r.ViewDistanceScale=20
}
The goal of this was to stay as vanilla as possible while fixing the problems, so I change as little settings as possible.