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Windows and 64bit client - how to avoid most bugs (opengl/d3d11)


caipi

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Hey guys,

I know that the 64bit version is still considered experimental at this stage and everybody who has used it under windows knows that there are common and annoying bugs. But the 64bit client still offers some advantages over the 32 bit client, especially if you are using a lot of mods. Unfortunately some mods create such heavy issues, that you cannot even launch a savegame with the 64 bit client and the game will crash immediately.

I found a few comments in some threads and was starting to experiment with the following options (you need to put them behind your exe file as parameters):

-force-opengl (Windows only)

Make the game use OpenGL for rendering, even if Direct3D is available. Normally Direct3D is used but OpenGL is used if Direct3D 9.0c is not available.

-force-d3d9 (Windows only)

Make the game use Direct3D 9 for rendering. This is the default, so normally there's no reason to pass it.

-force-d3d11 (Windows only)

Make the game use Direct3D 11 for rendering.

Using d3d9 doesn't make a difference and it is the default setting. Certain mods seem to create an issue right at the beginning and the game won't start when you try to load/start a savegame.

OpenGL seems to avoid most of the bugs and is working so far with most of the mods.

Directx11 reduces this bug a lot and it is merely happening occasionally to me.

Both options seem much more stable than d3d9 and I get a lot less crashes. It seems that the bugs caused by the unity engine are only or at least mostly tied to Directx9.

Unfortunately there are also downsides to the alternatives: opengl is in my opinion not offering the same performance as directx, but it's still currently my favourite option. Dx11 seems to have a few texture glitches though since the game seems to be optimized for dx9 (minor spaces between columns of the right click menu, buttons not perfectly aligned, etc.).

Do not attempt to activate threaded-optimization or to set a pre-rendered framerate. Either one will create problems with the timewarp for both the d3d11 and the openGL methods.

Maybe squad can focus on dx11 in the future and make it the default rendering method. Until then have fun fiddling around with these options.

Edited by caipi
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All the time I've used x64 (including the community workaround for 0.23.5) I have had exatly 1 crash. Way less than the amount of crashes I got from modding 32 bit. (even with Active Texture Management)

It might be sheer luck, but 64 bit works so much better for me than 32 bit.

As for the left-click = right-click thing, that's easily fixed by just clicking right once, after exiting the game. Not a major bug.

64 bit might still be experimental, but for me it is absolutely stable, with no gamebreaking bugs whatsoever.

But if you have problems with it, these options are sure worth trying out. :)

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As for the left-click = right-click thing, that's easily fixed by just clicking right once, after exiting the game. Not a major bug.

Not a major bug, no, but still pretty annoying with two screens and constantly tabbing out. Also: not really a "fix", is it? ;-) I used to right click so much that I got used to it and used it in other games as well -.-' Damn you, subconscious!

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dx11 is super annoying, a lot of glitches such as part color changing etc, i'd rather have to right click a couple times.

Squad shouldn't be bothering about changing rendering engines, the game is about as GPU intensive as an old call of duty.

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@linear: yes right now dx11 is annoying. I am currently using openGL and so far it is running fine with maxed out graphic settings and a stable 60fps framerate.

I meant that squad should look for the unity/ksp64/win7 issues in this area to solve it. ;)

@wwedeadman: i cannot even start the 64-bit-client/savegame with certain mods. I need to use one of the above mentioned methods.

Back to topic:

for NVidia users: Do not attempt to activate threaded optimization or changing the maximum pre-rendered frames. Both settings need to be set to the default or you will have issues with the timewarp.

btw: thanks to the mod who moved this topic into the right category! :)

Edited by caipi
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dx11 won't bring too many benefits, obviously openGL does but at a high cost. OpenGL isn't look well upon by the developing community, it's very unpolished. Low RAM usage for random performance degredation, poor AA and much more.

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