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[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.28 (21.12.12)
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paulwheeler





Joined: 19 Apr 2005
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PostPosted: Mon, 16. Apr 12, 22:31    Post subject: Reply with quote Print

REGARDING THE XRM AND PERFORMANCE
-------------------------------------------------------

After all the discussions recently regarding this subject, I thought I would put my thoughts down so we can finally put it to bed.


FACTS:

- The XRM has many, many tweaks to enhance performance. I could list them but this post would get rather long.

- The XRM does much, much, much more than vanilla.

- The XRM has some "eye-candy" which will negatively affect performance.



I have endeavoured to create a mod that strikes a balance between performance, playability and "eye-candy".

With the original TC release of the XRM, I think the performance between vanilla and XRM was pretty close and most people actually reported a fps improvement.

With the release of AP, the playing field has changed as AP has improved performance across the board so the performance saving features I introduced make less of an impact, hence the extra features of the XRM make more of an impact.

It is clear from the moment you fire the mod up that fancy effects are an important part of the XRM - I spent a lot of time on ship lensflares for example.

I could get rid of all the effects, new ships etc. and have blinding fps - but then thats just dull isn't it?



NEW SHIPS:

As you know the XRM adds lots of new ships from various modellers on this forum. Some of the best looking have come from Expnobody. However, his modelling style does not create the most fps-friendly ships. In fact, some of them have quite a large performance hit (I have not included the worst offenders). For example, his Bragi model has more than double the memory footprint than the Tyr. There is nothing whatsoever I can do about that except remove the ships from the XRM. I believe more people would complain about me removing the ships than there are people complaining about performance...



TRAILS:

By far the biggest effects performance hit comes from engine trails. Why did I add them? Because I deemed the hit to not be that huge and they look COOL!

Vanilla X3 has trails anyway on all fighters. The XRM has a larger number of trails as they are added to M6s, TSs etc. However, I have clawed back performance in other areas (in trails too: vanilla missile trails frequently cause fps hits due to speed related trail corruption - this is fixed in the XRM) so why not add more of an effect which I personally like?




MODULAR DEV HELL!

The XRM is an evolution from the SRM. With the SRM I tried to make it modular - I had packs to add trails, packs to add cockpits, packs for TWareT changes etc. etc. It was a logistical nightmare and just made releasing patches a major hassle.

I deliberately did not want to go down this path with the XRM. I wanted to make it as all-in-one as possible.

All I can do is make this mod as I see it should be made. I don't want to get into the hassle of having extra packs to remove things like trails - every time I release a patch I will have to run off another set of "performace" tships - not just for the base mod, but for every hull pack too!

For TC and AP that is 16 different TShips!!!!

I could remove trails simply by getting rid of the Particles3 entries as well - that would only be four versions of Particles3 - but again its a hassle if I want to make changes.

Its just way too much hassle, will cause support issues with people forgetting to update the performance patch and will put me back in the situation I had with the SRM.

Many mod developers have opted to have only support for either TC or AP. I am supporting both games which instantly doubles the number of types files I have to deal with.




ACTUAL PERFORMANCE

The number of people with performance issues is relatively small. If everyone was complaining I would do something, but they are not. Most people are running a system that should handle the XRM perfectly happily - if not, something is not right with their system.

My original test system:

Intel Core 2 Duo 2.4GHz
Asus P5B motherboard
4GB RAM (3GB usable)
NVidia GTX560ti graphics cars
Vista 32bit

The performance on my old system was fairly adequate - ~30-40 fps most of the time, only dropping to maybe 15-20 in the largest of battles (the main war and that was mainly when new cap ships jumped in). Of course running on SETA made performace drop - but since all you can do on SETA is fly in a straight line - whats the problem?

On my new core i7 system, with 8GB RAM and Win7 64bit and the same GPU it is outstanding and I never experience jerkyness at all - even on 6x SETA.

You are free to mod the XRM as you wish on your system. Getting rid of trails is a very simple tweak to TShips. But I will not release any kind of addon pack that removes effects as then I will be responsible for managing updates and the inevitable support issues that will crop up. I certainly won't be removing features from the main mod.


Removing new ships, trails or other effects will improve your fps no doubt - but in my eyes it is compromising the vision I have for the mod.


The fps gain from removing such things is also very subjective and will totally depend on your hardware, graphics settings etc. Someone may get a large increase, others may not.





WHAT CAN I DO TO IMPROVE PERFORMANCE?

Now there is a lot more you can do to help performance before you start hacking away at the mod. Optimising Windows itself is well worth doing and you'll be suprised at the difference it makes.

Here is a thread written by a friend of mine from back when i was developing for Microsoft Flight Sim which deals with optimising win7 64bit for playing the sim. FSX is similarly cpu and ram bound, running an old dx9 engine, so its very valid for x3 as well.

Its an interesting read and might help you squeeze a frame or two out.

http://www.simforums.com/forums/forum_posts.asp?TID=34141&PID=198187#198187





FINAL THOUGHTS

I have had a lot of "advice" from various forum members on what I should or shouldn't do to "sort out" the XRM performance. However, every single solution has involved removing a feature of the mod.

If someone comes up with a performance saving idea which will not compromise the vision of the mod, then please PM me and I will try it out.

To those who are experiencing performance issues - I encourage them to look at their system to see if there are any issues there. If after that you are still not satisfied, then maybe the XRM is not for you.

I do not get paid to develop the XRM. I am a one man team now that Mizuchi is no longer actively developing for the XRM. I am not duty bound to support anyone's techinical issues whatsoever.

Having said that, those who have been using the XRM for a while know that I am commited to supporting this mod. I try and sort out bugs as quickly as possible. I also do everything I can to make this mod fun to play - I play it myself!




Ultimately I can't please everyone, so all I can do is please myself (no giggling in the back...).


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Last edited by paulwheeler on Thu, 10. May 12, 11:43; edited 1 time in total
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greypanther





Joined: 24 Nov 2010
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PostPosted: Mon, 16. Apr 12, 22:38    Post subject: Reply with quote Print

@ InFlamesForEver: since 8th of march:
http://www.egosoft.com/download/x3ap/bonus_en.php
and:
http://www.egosoft.com/support/faq/faq_answer_en.php?answer=2150
Wink

Have I said before that Egosoft are a great company?



Last edited by greypanther on Mon, 16. Apr 12, 22:39; edited 1 time in total
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paulwheeler





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PostPosted: Mon, 16. Apr 12, 22:39    Post subject: Reply with quote Print

Général Grievous wrote:
Hello guys.
First of all, thanks for your job. Ir's simply fantastic. Terrans are now a fully independant race.
I like the weapons / engines effects and the race weapons privacy. Wink

But i have a problem.

When i start a new game, it's seems that a lot of terran station changed to "Argon naval shipyard"...

Those stations propose PAR ships / omega missiles and several special stations.
Could you help me to fix this?
I really do not understand.

scripts included:
- MARS
- Complexe cleaner
- Bonus pack
- your recommended scripts

I have install / reinstall entirely the game and mod twice.


My guess is that you have the Complex Cleaner installed to a higher cat/dat number that the XRM so its TFactories is overriding the XRM verison. It needs to be installed to a lower number.

See the compatibility notes regarding the CC in the main post.

You will need to restart your game once you resolve this.


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paulwheeler





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PostPosted: Mon, 16. Apr 12, 22:41    Post subject: Reply with quote Print

InFlamesForEver wrote:
I have an issue with the bounties, sometimes when I crash into a ship (yes I know, not a very good tactic but it works well Laughing) I don't get the bountie from said ship. Its also usually a big ship that I've been working on for a while and go in for the last ram to finish it off.


Are you sure its not being taken out by another ship in the fight?

I'm not entirely certain that ramming a ship will make you the "attacker" in the script engine when a ship dies and fires a signal_killed... in that case the bounty wouldn't score. Not sure what I could do about that.


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paulwheeler





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PostPosted: Mon, 16. Apr 12, 22:44    Post subject: Reply with quote Print

swatti wrote:


Soooo... Its supposed to say its allways in the sector i just jumped FROM?


No. It tells you its current sector with a + or - 1 sector error built in.

If it says its in Farnhams Legend - it could also be in Atreus Clouds, Bala Gis Joy etc.

I didn't want to make the ships too easy to find - you'll have to go hunting.


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kenright





Joined: 15 Dec 2011



PostPosted: Mon, 16. Apr 12, 23:05    Post subject: Reply with quote Print

First, let me say that this mod is fantastic. It adds so much to the universe and really brings it to life. Combined with some of the more utilitarian scripts, it makes one of my favorite games ever.


I do have a question though... I'm playing AP with XRM installed, and I can't seem to start the HUB plot...

Spoiler
I'm King's Knight with the Boron, a "Petty Financier," and am currently docked in the Atreus HQ...
Spoiler


I did do the Cunning Charlatan start (speaking of which, it would be awesome if there was a bit more... tension involved with that start... Seriously, I mosied right on out of the Terran systems without ever getting fired upon. Not sure how you'd go about it though...)

I have a few more scripts and mods installed, though I would imagine that they shouldn't affect the plots. Just want to know if I'm doing something wrong Sad


Oh, and out of curiosity, would there be some way to let the X3.exe use more RAM? I think it has that hard-coded 3GB limit (I have plenty of extra, unused RAM on my computer when X3 dumps its memory cache at around 3GB).

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joelR





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PostPosted: Mon, 16. Apr 12, 23:09    Post subject: Reply with quote Print

Paul,

Thanks for saying all that. It needed to be done. Its frustrating for many of us users as well to have to read the complaints.

Anyhow, you have my support.

Now lets put some more of those fps killing ships in the game!!!


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paulwheeler





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PostPosted: Mon, 16. Apr 12, 23:17    Post subject: Reply with quote Print

kenright wrote:
First, let me say that this mod is fantastic. It adds so much to the universe and really brings it to life. Combined with some of the more utilitarian scripts, it makes one of my favorite games ever.


I do have a question though... I'm playing AP with XRM installed, and I can't seem to start the HUB plot...

Spoiler
I'm King's Knight with the Boron, a "Petty Financier," and am currently docked in the Atreus HQ...
Spoiler


I did do the Cunning Charlatan start (speaking of which, it would be awesome if there was a bit more... tension involved with that start... Seriously, I mosied right on out of the Terran systems without ever getting fired upon. Not sure how you'd go about it though...)

I have a few more scripts and mods installed, though I would imagine that they shouldn't affect the plots. Just want to know if I'm doing something wrong Sad


Oh, and out of curiosity, would there be some way to let the X3.exe use more RAM? I think it has that hard-coded 3GB limit (I have plenty of extra, unused RAM on my computer when X3 dumps its memory cache at around 3GB).


Are you sure youve not just missed the message? Check the comms with the HQ - there should be someone there with the mission "book" icon by the name.

As for the ram thing... Im pretty sure that limit was removed in AP. If you are running a 64bit os then x3 should use more than 3gb. If you're running a 32bit os, then windows will only make about 3gb available for use.


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kenright





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PostPosted: Mon, 16. Apr 12, 23:24    Post subject: Reply with quote Print

paulwheeler wrote:

Are you sure youve not just missed the message? Check the comms with the HQ - there should be someone there with the mission "book" icon by the name.

As for the ram thing... Im pretty sure that limit was removed in AP. If you are running a 64bit os then x3 should use more than 3gb. If you're running a 32bit os, then windows will only make about 3gb available for use.


I did get comms from someone at Atreus HQ, but I gathered that he wanted me to do the Atreus Company Plot.
No Mahi Ma anywhere to be found, unless it is that person at Atreus HQ, upon which I'd feel like a jerk.

As for the RAM thing, I'm definitely running a 64-Bit OS Razz
When I watch the memory usage of the X3 AP exe, it goes up to about 3.1GB, and then (I suppose) dumps the cache and goes to about .9GB used. Its not a huge issue, it just causes the game to hang for a few seconds when moving to a new sector and the cache dumps.

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Jumee





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PostPosted: Mon, 16. Apr 12, 23:27    Post subject: Reply with quote Print

kenright wrote:

I did get comms from someone at Atreus HQ, but I gathered that he wanted me to do the Atreus Company Plot


this is the start of the Hub plot, normal corp plots are all disabled in AP

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kenright





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PostPosted: Mon, 16. Apr 12, 23:36    Post subject: Reply with quote Print

Jumee wrote:
kenright wrote:

I did get comms from someone at Atreus HQ, but I gathered that he wanted me to do the Atreus Company Plot


this is the start of the Hub plot, normal corp plots are all disabled in AP


Fabulous. AP is so weird.

Thanks though!

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InFlamesForEver





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PostPosted: Mon, 16. Apr 12, 23:47    Post subject: Reply with quote Print

paulwheeler wrote:
InFlamesForEver wrote:
I have an issue with the bounties, sometimes when I crash into a ship (yes I know, not a very good tactic but it works well Laughing) I don't get the bountie from said ship. Its also usually a big ship that I've been working on for a while and go in for the last ram to finish it off.


Are you sure its not being taken out by another ship in the fight?

I'm not entirely certain that ramming a ship will make you the "attacker" in the script engine when a ship dies and fires a signal_killed... in that case the bounty wouldn't score. Not sure what I could do about that.

I'm very sure lol
But it seems to as it always works for assassination missions and most of the time for bounties. I just thought it was worth mentioning in case there was anything you could do about it.

Also, I see a lot of lasertowers with $ signs, but no bounties. Is that right?


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paulwheeler





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PostPosted: Mon, 16. Apr 12, 23:52    Post subject: Reply with quote Print

The lasertower thing is a bug. Itll be fixed in 1.20. Just ignore them for now.


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greypanther





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PostPosted: Tue, 17. Apr 12, 00:00    Post subject: Reply with quote Print

I am running TC with XRM and a few others. Before tonight I had only had one crash of TC, now i have had 6 more within 10 minutes! Surprised

Four of them were as I was in grand exchange just looking at the shipyard with the planet in the background. One whilst I looked at the stats of an XRM ship, ( again ) the other as I attempted to jump out.

I am also running : marine repairs; cheat package; ware manager; claim sector; phanon corp. ( not activated ) no fog and no tubes; missile def mk2; all plots complete; XRM backgrounds; think thats it.

Any ideas anyone why so many crashes so quickly? Is it the backgrounds?

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paulwheeler





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PostPosted: Tue, 17. Apr 12, 00:07    Post subject: Reply with quote Print

Its probably the missile boat script bug. There is a fix coming. Im going to get it uploaded as soon as i get time.

If you want to sort it yourself check out the last few posts in Litcube's Missile Boat script thread.


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