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What is the Arc Client?
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crypticcliff Arc User

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  • Hi. This is a completely benign error message and likely has nothing to do with any other issue you're experiencing. Specifically, it's trying to compile an MSAA depth resolve shader in DX9 mode. This is a DX11-only feature. DX9 doesn't even support that and we have other ways of resolving the MSAA depth buffer that don't…
  • This was one possible cause we were looking into. Some stuff had to change when we switched to a new version of PhysX, and one of those things was the raycasting. Also, the fact that we hadn't changed the culling code in any relevant way. It turned out to have nothing to do with raycasting, though. The bug was in the…
  • This is a bug that was specific to a range of AMD drivers from a very long time ago. You might want to update your drivers.
  • Fixed it. Should go out in a patch soon.
  • Depends on how the FX artist has it set up. A more recent feature they have is to make an effect that only shows up on low settings instead of high. So they could have something like a single sprite instead of a whole particle system rather than having a sprite and maybe a particle system if the settings are high enough.…
  • Quick update: The real fix for this should be going live on Thursday (May 1st).
  • The FX quality setting just controls what visual effects get started. If the game tried to start some FX while the settings are at low, but it's one of our detail-only FX, it won't start until the game tries to start it again. On the other side, if you switch from high to low, all the detail-only FX won't go away until…
  • 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…
  • 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. D: I'm just thankful that some of our graphics debugging and tuning commands were set up so that players still had access to them.
  • Hey guys. We found the bug. Fix incoming. 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
  • Alienware support is buggy at the moment. I added a command line option to disable it if you need to. See the other thread: http://sto-forum.perfectworld.com/showpost.php?p=13625331&postcount=27
  • It should be in. Add this to the command line options in the launcher to disable it (without the quotes): "-gfxAlienwareEnable 0" We'll get an actual option in the UI at some point in the future. For now, use this to disable the Alienware features.
  • I think it should be live on Tribble. I haven't heard back about it yet, but I've verified that a couple of other fixes from last week are in Tribble but not on Live yet. Give it a shot?
  • Hi. I answered this question in another thread already, so I'll just link that. http://sto-forum.perfectworld.com/showpost.php?p=13452481&postcount=6 TL;DR: Use D3D9ex if you can.
  • A new workaround was added last week while we worked on tidying up official support. I will post here again with instructions on how to activate it once it goes live.
  • The workaround that was mentioned is not intended as a permanent solution. It's a recommendation of what to do in the meantime to alleviate the symptoms while we work on the actual issue. And we are working on it. It was not intended for the feature to be enabled at this point for Star Trek in its incomplete state without…
  • There was actually a bug in the DX11 code causing high CPU usage. We've got a fix for that, and I'm working on getting it into the build right now. DX11 performance should be back to normal afterwards. And yes, it was a bug that was introduced in with some changes for LoR.
  • And to answer your other question... DirectX 11 should provide better performance. We don't (yet) use any of the advanced DX11 features (like hardware tessellation) in STO, though artists have been experimenting with them for a while now.
  • D3D11 is no longer considered beta (yay). Of course, that doesn't mean it's bug-free, but we now consider it stable enough to have removed the beta tag. D3D9Ex is for Vista and up and gives some memory usage benefits because of the new (as of Vista) video driver model. (There are other advantages too.) It's basically D3D9…
  • I'm going to take a guess and say the launcher/patcher helpfully restored the missing DLL for you guys that tried my workaround.
  • There's some partial support for the Alienware color control in the game. If you want to disable this, you can remove the LightFX.dll file from the game directory. The Alienware settings probably have an option to disable this also. I'll see about adding an option to disable it in a more sensible way.
  • The file to edit would be your localdata/gameprefs.pref file. What version of WINE are you using? Try adding "-console 1" to the command line parameters for the game client inside the launcher. It's in the options inside the launcher. It should pop up an extra console window with some status about the loading. (It should…
  • Another thing to note for WINE users concerning the shader loading... Because none (or few?) of the WINE configurations are recognized in our big list of configurations to precompile shaders for, the first-time load delay is really huge, and there are also cases when running the game where you get nasty hiccups and stalls…
  • One of the things we've done to get the Mac version of the game working was to rewrite a large part of our launcher using Chrome Embedded Framework, which had the side effect of removing our dependency on Internet Explorer in the Windows version. If you get the launcher from the other thread directly (…
  • We're working on it, but if you want a quick fix, you can turn off anti-aliasing (or turn it up, according to rumor).
  • If you're on Windows XP, DX11 is unsupported and won't even show an option for it. Edit: Words.
  • From my point of view it's more like... hardware > kernel mode drivers / kernel > OS > user mode drivers > API (DirectX) > program Which then just becomes... hardware > kernel mode drivers / kernel > OS > user mode drivers > API (OpenGL) > WINE > WINE's user mode driver stand-in > API (DirectX) > program (All parts marked…
  • DOF stuff is set up by the environment artists. There's some shared settings for things like that which many maps can share and it's likely they just have it turned off in a lot of areas, or reduced to a very subtle level. I'll poke tacofangs and tell him to flex his DOF muscle more often when making environments or…
  • This isn't a cause for concern unless your SSAO appears horribly broken. (Like... displaying as a screen of red 'X's indicating it's been replaced with our backup error shader.) It's just a compile warning rather than a compile error and, while unfortunate that it slipped in given our coding guidelines (warnings treated as…
  • See, that's what I'm talking about, though. WINE is telling us that we can't do some random rendering feature that'll allow us to have decent looking shadows, even though it can. At one point I had a hack inserted into the renderer setup that made it ignore everything the capabilities queries said if it detected that WINE…