I've _heard_ from someone testing out the Season 9 Tribble build that after 4 hours of playtime he didn't experience any missing textures like on Holodeck.
Not to mention, the grahpics setting in that build have been a bit modified from what currently on Holodeck. Not sure if it's related or not.
It never shows up on Tribble. I did some extensive testing on Tribble before S8 went live and never had it happen once. It was only when S8 was live on Holodeck did I have it happen. I've also been testing things on Tribble for S9 lately like the Undine BZ and stuff. Haven't had it happen once. It only happens on Holodeck. I suspect it's because Tribble works on a different code branch than Holodeck does. But it's something specific only to Holodeck.
Edit: And that's why I suspect they can't reproduce it on any of their internal test servers. It only happens on the live one.
Hey the news is not all bad!!!! Now you can have pretty toons to look at while your gpu is trying to decipher jibberish coding that they put in the game at season 8..... I mean what is wrong with you people!!??? Do you want to actually play the game how it ran pre season 8? What I mean by that is it ran fairly smooth and you could actually do ground missions and all the space stf's with out awful gpu load drops to 0%..... Yeah that SUCKED being able to play all the content with out massive fps and gpu load drops.... It's working as intended, if that's what you want to call working.... They wont do anything about it because it costs to much to fix what they screwed up.. Its cheaper to make it look dam pretty than it is to make it functional!!!! Woo hoo now a revamped ESD that I can enjoy while my gpu is trying to figure out the garbage coding..
Their pre season 8 coding was a nice sober person talking to you... You could understand it and work with it... Now their improved coding is a really drunk person just blabbering on slurring words and passing out randomly then being woken up..... Yeah if my computer was drunk it could probably understand the coding!!!!!!
You. YOU! YOU BEAUTIFUL MAN YOU!! You and everyone who worked to find this. THANK YOU SO MUCH. I was seriously reaching critical patience loss after a bad series of this last night. Now that I know you guys have this in hand, I'll chill out and back off.
I know I got really nasty toward you guys in this thread, but it was more just venting my frustration than actual hate at any of you. Having to restart my client every 20 mins for the last few months was probably one of the most frustrating gaming experiences I've ever had. But again, thank you so much for sticking it out, tracking it down, and getting a fix for it. You have no idea how much easier you just made my STO life haha.
Okay cool, that debug command does seem to work. Huzzah! What range should I be tweaking that number though? Higher? Lower? How much do I tweak it? The command as is definitely lessened the frequency of the bug, but I do still get it. Not complaining though since I know a permanent fix is coming, but just curious how I can tweak it a bit until that comes down.
Okay cool, that debug command does seem to work. Huzzah! What range should I be tweaking that number though? Higher? Lower? How much do I tweak it? The command as is definitely lessened the frequency of the bug, but I do still get it. Not complaining though since I know a permanent fix is coming, but just curious how I can tweak it a bit until that comes down.
I think as the number is a memory size at when to reset I would say lower it to increase the frequency that it will reset and so eliminate the problem.
Also who edited the thread title? On default forum settings, Cliff's post is post #608 on page 61. Where did 509 on page 11 come from?
It was until the other major thread got merged lol.
Topic edited.
Yes, I'm that Askray@Batbayer in game. Yes, I still play. No, I don't care. Former Community Moderator, Former SSR DJ, Now Full time father to two kids, Husband, Retail Worker. Tiktok: @Askray Facebook: Askray113
So it looks like this issue can affect pretty much everyone. It's much less likely (or takes much longer) to show up on 64-bit systems than on 32-bit systems, and the console command I specified really just makes the 32-bit systems act a little more like the 64-bit systems. That's to address those still seeing the issue after a while, and the people on 64-bit that were seeing it now and then.
My fix should make the problem go away completely. I'll try to keep you all up-to-date on when it's going to make it into a patch.
As far as the number in the console command: Lower numbers mean less occurrence of the bug but more loading/unloading textures, which might make things slow and/or ugly. It's still possible, after tweaking that value, to see the issue happen, but it should take much longer to get to the point where it starts showing up.
That makes sense. Back when this all started, we had a running hypothesis that it was a 32bit system problem due to how many of us there were. It wasn't until later on that 64bit people started trickling in.
And yeah, fiddling with that command line number did the trick. I still get the bug, but now it's around 2-3 hours instead of 20 mins. It also doesn't happen with the same severity. I haven't seen blinding white space yet, just the simple blocky textures. Much, much more tolerable now. At least until your fix goes out. Thanks again Cliff.
So it looks like this issue can affect pretty much everyone. It's much less likely (or takes much longer) to show up on 64-bit systems than on 32-bit systems, and the console command I specified really just makes the 32-bit systems act a little more like the 64-bit systems. That's to address those still seeing the issue after a while, and the people on 64-bit that were seeing it now and then.
64-bit system here, and I was seeing it every now and then. Hopefully the command fixes it.
(if you're wondering, AMD Phenom II X4, Radeon HD 5850, Win7)
So it looks like this issue can affect pretty much everyone. It's much less likely (or takes much longer) to show up on 64-bit systems than on 32-bit systems, and the console command I specified really just makes the 32-bit systems act a little more like the 64-bit systems. That's to address those still seeing the issue after a while, and the people on 64-bit that were seeing it now and then.
My fix should make the problem go away completely. I'll try to keep you all up-to-date on when it's going to make it into a patch.
As far as the number in the console command: Lower numbers mean less occurrence of the bug but more loading/unloading textures, which might make things slow and/or ugly. It's still possible, after tweaking that value, to see the issue happen, but it should take much longer to get to the point where it starts showing up.
I suspect that I was right about the root cause. Since 32 bit systems are limited to 3 gig of ram, the amount of textures that could stay in volatile memory was more limited. With each additional sector change and resulting texture load, the amount stored reached an upper limit that was not being cleared properly.
64 bit systems saw it less often because they can map more memory. But a 64 bit system with a small ram amount (say 2 gigs) would see it as often as a 32 bit system.
It was basically an issue with the client being unable to recall the textures because the system had to unload them from memory and the client was only trying to recall them from memory instead of looking back through the hard disk.
Sound about right?
But honestly, thanks for the fix. If it works out (albeit a bit late) youll definitely have my gratitude.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
If anything, I am happy that the workaround command works, most of the time. I can finally travel through several sectors doing doff missions without having to restart the game every 10 minutes.
I hope the live fix will sort this out completely. A bit late (almost half a year), but I'm still happy you managed to track this one down eventually.
(Although with Season 9 incoming I'm kind of worried what new bugs and issues await us, considering some graphics settings on Tribble are already problematic).
Pretty sad when it has come to be known as "season 8" bug, when season 8 rolled out 6 months ago.
but so far the fix mentioned in page 61, post #608 seems to be working. I hope they roll the fix out before season 9, so we can confirm it resolves our issues before they introduce more potential errors.
Comments
Not to mention, the grahpics setting in that build have been a bit modified from what currently on Holodeck. Not sure if it's related or not.
Can any other Tribble tester confirm this?
Edit: And that's why I suspect they can't reproduce it on any of their internal test servers. It only happens on the live one.
Mine Trap Supporter
If it's not happening on Tribble, then there is a slight hope that the issue might be dealt with once Season 9 goes live.
But I'm sure we'll get tons of other bugs and graphial issues instead... We always do.
Mine Trap Supporter
Join The Space Invaders,..... Federation and KDF fleets.
Ohh and getting loads on server disconnects today, maybe down to first day of first contact event...
Join The Space Invaders,..... Federation and KDF fleets.
You can also use this command in the chat window to work around the problem for now:
(Number may require tweaking.)
This was a really nasty one to track down!
Obligatory: http://i.imgur.com/vwMin.gif
Their pre season 8 coding was a nice sober person talking to you... You could understand it and work with it... Now their improved coding is a really drunk person just blabbering on slurring words and passing out randomly then being woken up..... Yeah if my computer was drunk it could probably understand the coding!!!!!!
You. YOU! YOU BEAUTIFUL MAN YOU!! You and everyone who worked to find this. THANK YOU SO MUCH. I was seriously reaching critical patience loss after a bad series of this last night. Now that I know you guys have this in hand, I'll chill out and back off.
I know I got really nasty toward you guys in this thread, but it was more just venting my frustration than actual hate at any of you. Having to restart my client every 20 mins for the last few months was probably one of the most frustrating gaming experiences I've ever had. But again, thank you so much for sticking it out, tracking it down, and getting a fix for it. You have no idea how much easier you just made my STO life haha.
Mine Trap Supporter
Mine Trap Supporter
Yea, happy happy happy
Can I just ask if putting this in has to be done each time I play, or will this command change the stored program itself?
Either way yea a fix,
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I'd upgrade that GIF to this: http://www.youtube.com/watch?v=usfiAsWR4qU
Until the fix goes live, it has to be done each time you play. It's not something that gets saved to the settings. Sorry.
I'm just thankful that some of our graphics debugging and tuning commands were set up so that players still had access to them.
Huzzah!
Mine Trap Supporter
Not a problem at all, just so I know to put it in and once again many thanks.
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I think as the number is a memory size at when to reset I would say lower it to increase the frequency that it will reset and so eliminate the problem.
Get the Forums Enhancement Extension!
It was until the other major thread got merged lol.
Topic edited.
Former Community Moderator, Former SSR DJ, Now Full time father to two kids, Husband, Retail Worker.
Tiktok: @Askray Facebook: Askray113
awesome :P:P:P
*faints* :P
Joking aside, it's a huge relief to hear this. I've almost given up on a fix.
My fix should make the problem go away completely. I'll try to keep you all up-to-date on when it's going to make it into a patch.
As far as the number in the console command: Lower numbers mean less occurrence of the bug but more loading/unloading textures, which might make things slow and/or ugly. It's still possible, after tweaking that value, to see the issue happen, but it should take much longer to get to the point where it starts showing up.
And yeah, fiddling with that command line number did the trick. I still get the bug, but now it's around 2-3 hours instead of 20 mins. It also doesn't happen with the same severity. I haven't seen blinding white space yet, just the simple blocky textures. Much, much more tolerable now. At least until your fix goes out. Thanks again Cliff.
Mine Trap Supporter
64-bit system here, and I was seeing it every now and then. Hopefully the command fixes it.
(if you're wondering, AMD Phenom II X4, Radeon HD 5850, Win7)
I suspect that I was right about the root cause. Since 32 bit systems are limited to 3 gig of ram, the amount of textures that could stay in volatile memory was more limited. With each additional sector change and resulting texture load, the amount stored reached an upper limit that was not being cleared properly.
64 bit systems saw it less often because they can map more memory. But a 64 bit system with a small ram amount (say 2 gigs) would see it as often as a 32 bit system.
It was basically an issue with the client being unable to recall the textures because the system had to unload them from memory and the client was only trying to recall them from memory instead of looking back through the hard disk.
Sound about right?
But honestly, thanks for the fix. If it works out (albeit a bit late) youll definitely have my gratitude.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
I hope the live fix will sort this out completely. A bit late (almost half a year), but I'm still happy you managed to track this one down eventually.
(Although with Season 9 incoming I'm kind of worried what new bugs and issues await us, considering some graphics settings on Tribble are already problematic).
but so far the fix mentioned in page 61, post #608 seems to be working. I hope they roll the fix out before season 9, so we can confirm it resolves our issues before they introduce more potential errors.