Yes, there’s an option to choose the install directory ( however some temp files will remain on C: no matter what, but the game itself should be in the chosen target install directory ).
Where is that option at?
I do not mind the temp files in c: but I have installed the launcher in my other drive already. The game itself insists in installing itself on c: with no option offered
I got it installing in my E: now so all good
Allright, did you figure out what the problem was ? How did you solve it ?
Yes, good old “user is dumb”.
Hi. Came up with some feedback eventually:
Space stations (especially their capship docks) are extremely vulnerable to bomber raids now. A bomber can warp-in, launch a torpedo and get back to warp without even triggering the defences. A coordinated wing of bombers could obliterate all of the docks at the begginning of a match, as it seems.
Can’t see a thing while attacking a nightside ground base. It gets too dark.
game’s nearly unplayable for me. Maybe it’s my hardware, maybe not.
Whilst playing, every 10 seconds or so, the client will spike to 100% CPU usage, causing the client to freeze up, and be completely unresponsive. It seems to be leaning pretty heavily on my GPU, and is eating ALL of my VRAM, it does this even on low settings, windowed, at 720P. on low, framerate is much improved, but everything looks like crap, and it still freezes.
My specs look like this:
Win7 Ultimate x64 SP2
AMD A8 6600k APU (quad core, black edition)
16GB of RAM
ASUS SRTiX GeForce 960 CPU (2GB VRAM)
It’s very likely to be your hardware, in particular your GPU VRAM. 2 GB isn’t enough, even in low quality, I suspect. The amount of assets, textures, effects etc… is growing and eating all of that VRAM and we haven’t implemented streaming and optimizations yet. After beta we’ll dig into that and optimize the game, but be aware that a 2 GB VRAM GPU is very little to work with and will likely end up being at the edge of minimum system requirements once the game is out.
I figured as much. a MUCH lower spec card than mine (with 2GB of VRAM) is called for in the current minimum specs. However, as you said, the game is not optimized yet, as it’s still in alpha.
Perhaps, in the future, once i have better hardware, i’ll be able to properly experience this game. I do like where it’s going though, and don’t really regret my backing the project. i’ve been watching this whole infinity idea of yours for a LONG time. I still remember reading through all the lore on the old site, and admiring the assets that were on display back then. That was the game i wanted, and i’ll gladly continue to support this stepping stone to that inevitable end i hope to one day see.
I suspect what’s probably happening is your freezes are being caused by the GPU stalling on the virtual memory system paging data to/from disk. In other words, as Flavien already mentioned, we’re allocating more GPU memory than is available and instead of crashing the driver/OS are making it appear like more memory is available by temporarily caching information on your HDD. This process is called disk thrashing and is extremely slow. When you say your CPU usage spikes to 100% is that all cores or just some subset of available cores?
Even after we have a chance to optimize the game it is likely that, on low settings, everything will still look like crap. That is the tradeoff for running on low settings - we make things run faster by making them look worse.
i would like to preface my reply, by noting that i have been a PC hardware tech for 20 years.
If i were running the game off an SSD, that would most likely improve performance with respect to paging, due to higher throughput. don’t have an SSD laying around to test that theory though.
Not sure if it was all cores, but i can find out.
And yeah, i’m familiar with the “crappier graphics means better performance” trade off. that bit was mostly just to point out that even with things set to the minimum, the client still froze. infer from it, whatever you can.
Wait, swapping is also used for VRAM?
Yeah, all WDDM 2.x capable drivers support GPU memory virtualization (https://docs.microsoft.com/en-us/windows-hardware/drivers/display/gpu-virtual-memory-in-wddm-2-0). Technically this is a Win10 feature but I don’t believe that means a Win7 driver can’t do it since it’s in a HW vendor’s best interest to share as much code as possible across diff OS versions - it just means it doesn’t have to do it.
ok, so i was unable to get it to freeze up, or max out the CPU this time, not sure why. I was monitoring my CPU cores, and noticed that the majority of the action was happening on cores 0,1, and 2.
I dislike inconsistent performance issues. They’re so difficult to to get a handle on.
Feedback from ED forum.
The idea of separating out the targeting system into different ship classes is an interesting one. A “Target small ships” function, “Target capital ships” function and “Target what I’m looking at” function.
It could be a way of keeping the HUD cleaner in large battles, as you could choose which type of ship is highlighted.
Another method could be directly related to the HUD, similar to the current HUD modes:
Cycle between, “mark small ships” (ints through to Corvettes), “mark capital ships” and “mark all ships”. Pilots could choose.
This ability to filter your displayed targets might help reduce screen clutter.
It’s not a bad idea but… more hotkeys / menus…
Maybe just highlighting ships of the same class as your current target is the answer.
If you target a cap ships, only the icons of capships will be at full opacity, all others will have reduced opacity/smaller icons - and vice versa for the other ship classes.
Given the relative challenge of keeping an overview of where everything is inside a fight I find the approach to this suggestion rather counterproductive.
Inside a swarm of hostile targets it’s quite hard to identify what is what and where it is. From further out it’s much better now due to the UI changes from a few months ago.
I think the main reason for this suggestion is that the person often does not know what he is targeting. Approaches the target and only then notices. Even with the ship on screen, in rare cases there can be some ambiguity if a ship behind it is selected or sometimes there are obstructions.
Also one big thing that has to be noted … once a ship is selected, there’s no way to identify its class except for deselecting it or identifying it visually. The “Targeted” marker is identical for every shiptype it seems and the “fixed info panel”, or something comparable, is not implemented yet.
I oppose anything that makes it harder to grasp what is going on around the player. Having a selector filter so that “target closest” only targets specific sets of ships or something like that, maybe even configurable for the player, that would be cool and all. Reducing opacity of everything else isn’t helping though, in my opinion.
Now, the reduction depending on distance and size of a ship class, that I found helpful because it conveys more information to the player.
Gamepad user here (and maybe HOTAS other times), modern gamepad with paddles I guess. So some extra gamepad buttons. Don’t forget us gampad users.