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(1 edit) (+1)

The game is packaged probably in development build. The issue:  texture streaming pool means that the game needs to allow the usage on VRAM more. But apparently it is currently a capped. If you find a way to open the console try to write the console command r.Streaming.PoolSize 'VRAM'  I guess the game allows max 1000mb VRAM try to write  r.Streaming.PoolSize 2000 and this should fix the issue. (it's not a big issue, you will only see some textures blurry and might some performance issues if you can't open the console and increase the streaming pool)

(+1)

Hey!

So, my unprofessional ass packaged and released CHORDOSIS with 'debug messages', but I quickly updated the game to a build without it back in September last year, and also I pushed so many builds/updates since then with the same exact frontend.

@mhellyar
Could you please tell me what's the version of CHORDOSIS you running? (just press "v" while ingame, or enable the "version/revision text" in the options menu.)
You might playing with a really really old build lol.

@Synax
You are absolutely right, but I have r.Streaming.PoolSize 3200 by default and I also not using r.Streaming.UseFixedPoolSize, to keep it somewhat dynamic.
Also, after detecting an above RTX 20** card with at least 6gbvram the game auto resolves to the command of r.Streaming.MaxTempMemoryAllowed in the first boot. It's just a line in the persistent level.
At first this was scary, but I spent a lot of time testing this out, and the RT build of the game never went above 4000. Mostly cause the tight level streaming I have with my own culling for particles and such. (uh, and static culling in CHORDOSIS is also ridiculous haha. that fog you know.. lol)
I'm also not really using 4K texture maps, so that cuts a lot.

I'm really looking forward to resolve this tho, and thank you for the feedback!