Graphic bug

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D00
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Joined: Thu, 20. Dec 18, 19:45
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Graphic bug

Post by D00 » Tue, 1. Jun 21, 21:36

When building base modules in the getsu fune sector, one can observe such artifacts as in the video:
http://www.filedropper.com/x4videobug
Save file:
http://www.filedropper.com/quicksavexml
dxdiag:
http://www.filedropper.com/dxdiag_1
vulcaninfo:
http://www.filedropper.com/vulkaninfo

System: win 10 21H1, video - asus geforce rtx 2080, 4k, no hdr enabled, monitor - samsung q80r 75", nvidia drivers - 466.27, gsync enabled, cpu - intel core i7 8700k, ram 64Gb

CBJ
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Re: Graphic bug

Post by CBJ » Tue, 1. Jun 21, 22:53

I've not downloaded your save but, from the video alone, I'm fairly sure that it's simply running out of resources to draw the map as well as that enormous station of yours. This isn't something we can easily solve as it's not just a case of memory usage.

D00
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Re: Graphic bug

Post by D00 » Tue, 1. Jun 21, 23:27

In general, I planned to make the station much more) I don't see any problems with the solution, the set of textures is fixed, and vertices do not usually take up a lot of memory. Send vertices for drawing in certain portions, and not at one time, load textures with a certain lod, and you can render as much as you like. I have 8Gb of video memory, and to be honest, in my free time I want to play, not fix bugs)

CBJ
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Re: Graphic bug

Post by CBJ » Wed, 2. Jun 21, 01:19

As I said before, this has nothing to do with memory. It's a draw call limit that has been hit.

D00
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Re: Graphic bug

Post by D00 » Wed, 2. Jun 21, 08:28

Neither directx nor gl have limits on the number of draw calls, most likely these are internal restrictions, the developers themselves exist to solve such issues.

CBJ
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Re: Graphic bug

Post by CBJ » Wed, 2. Jun 21, 08:57

X4 uses Vulkan. Clearly any further discussion of this is pointless, though.

D00
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Re: Graphic bug

Post by D00 » Wed, 2. Jun 21, 21:37

In the attached vulkaninfo maxDrawIndirectCount = 4294967295 (0xFFFFFFFF), doubt the total number of vertices is greater, let alone the number of calls. Most likely the problem lies elsewhere. Even if it were less, then there are no particular difficulties. The position on bugs "we'll do it someday if we get it right", which can be described as blocking, is not the best solution.

BaronVerde
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Re: Graphic bug

Post by BaronVerde » Thu, 3. Jun 21, 09:39

Yep, I'm not aware of practical limit of the draw calls in the Vulkan API itself and the computer's specs should be more than sufficient for the game. I wish I had such a machine. But I can vividly (the vision thing being based on the video of that humonguous station) imagine that an application must draw a line (pun) somewhere.

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D00
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Re: Graphic bug

Post by D00 » Thu, 3. Jun 21, 21:06

I can agree with this decision. If for some reason the developers cannot make a large number of modules in the stations, then this should be clear before construction begins, clear rules of the game are always a plus. It is possible to locate stations nearby, because the bug appears only during editing, during flights everything is ok. Although for the sake of playability it is much better to simply reduce the detail of both meshes and textures as needed.

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