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June 2010 Patch


Thandal

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u know i dont get the memory leaks, or sound card crashes, i dont get any crashes at all, not since my father built this pc. and toolset works very well too. and i also have 1.03 patch and i ahvent encountered no problems. i wonder why that is
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I don't have any problem regarding CTD TBH since i rarely crash only if i have multiple programs running at once but i do hate the memory leak especially when i enter the warewolf cave after the juggernaut quest i can feel the game slowing down and causing uber delay dunno if it happens to u guys as well?i always end up reloading my game for it to properly function.

 

another bug that has been bothering me is in the expansion the +100 sigrun/justice bug i end up using the console just to fix the approval skills and sigruns quest and smuglers run it is good that bioware is addressing this issues.something to look forward to.

 

Considering we PC users are much ,way more luckier than the console players regarding patches & Fixes, cause of this great community that fixes are available to us. sad for consoles :down: sux to be them atm

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the only thing i ever noticed strange with the patch as far as game play was stealing miscellaneous items seemed to have disappeared while the "success" floaty indicated otherwise

 

tech wise there is an substantial engine-wide alteration that no one ever seems to discuss or acknowledge which is most likely because this specific and particular behavior is usually reported as "it Lagz noW" or overall performance decrease "becuz of da stupid patchz".

 

Combat/action/character event "throttling". this can best be described as a similar "function" known as TM, TMM or "thermal monitoring" some motherboards implement or are capable of....they throttle CPU clock speed depending on temperature...high speeds colder cpu is, lower speeds hotter. i first felt it after buying DAA, then realized it spilled into DAO as well.

 

in combat, instantly noticed this "governor" of maximum "things happening on screen at once" either 1.) activated or 2.) quietly implemented system wide. probably mainly created for, and to work in, conjunction with the 'DAA engine', probably to prevent crashes or any number of possible troubleshootage cropups, an resource manager serving as an safety-net/bottle-neck preventive safeguard, or...Thermal Monitoring heh

 

 

so what happens is whenever you have over 8 to 12+ npcs in combat, "registering" impacts become handled by an invisible "take your turn 1 by 1" system. pretend you use flurry on your target - you wouldnt see the 3 damage confirmation #s for 2 seconds or so - until everyone who attacked in combat *before* you registers theirs, creating this imaginary 'line' or 'traffic jam' queuing subsystem

 

a perfect example is to use "two handed sweep" with 2H when surrounded by 4 or 5+ enemies...heres an example, the redcliff night town zombie invade part.

try using 2H sweep you should notice that After you play the animation/use the talent, the people it affects will "stand still" as if "idle" for up to 1.5 seconds, then suddenly "feel the hit" the get knocked down to the ground - Sometimes they even get hit in an Noticible "1 by 1" in half-second intervals, looking like an domino-effect style impact

 

"what does this ahve to do with anything", well, thats where your performance increase is coming from, the quicker loading times as well as the apparant lowered "caching" settings which reportedly helped with this infamous "memory leak" (which is present in any game that exists mind you, this is a matter of an OS and how its overall structure/hierarchy handles resources in general, some games simply use their inevitably doomed "life-line" quicker than others, capiche? :p ).

 

they simply nerfd it to save time, work and having to tune the game specifically for each platform as they had to for the initial multi-platform release (DAO), perhaps ps3 can handle 12 audio channels, and xbox only 8, while pc handles 30, things like this are mandatory for such a task, profiles are made for each system, and this "bandwidth throttle" would Certainly ensure Universal use, make sense?

 

it would also explain some of the legitimate but certainly not game breaking "bugs" that cropped up in the regular game as if completely unforeseen by the devs. while these certainly arent critical issues (of coures you'll get a wave of people saying stealing or Any mechanic of gameplay disrupted Destroys the experience, for a crappy exampl - "i cant playz da gamez unlezz stealingz fizxez it") , they certainly are legitimate

 

again and again i am sad to witness the traditional "blame card" being used as the only way to calm the anger of the public originating from its ignorance..pointing at the soundcard, gpu chipset, overall hardware,(religious figures & govt., lol), drivers, devs - with no real facts to support it. time after time when the issues -have- in fact been tracked down to such sources, updates, patches & even newsletters quickly make their way to the inboxes of the public, as reputable name-brand/money Always Talks..and u know the rest

 

like an spine injury, detecting specific issues on an molecular level can be easily a.) misdiagnosed b.) overlooked c.) impossible to confirm when reports are so vague, random instance based (<- yeah i made that up) and do not share an "universal" trigger that causes the legitimate bug/instability

 

judging from what i saw on the official boards, over 35% (rough guestimate) of these "reports" and outrage were completely false and created simply out of boredom and pridictably (or at least most likely) client side inefficiency of general usage methods, system configuration, etc.. for lack of better terms

 

htey installed this mechanism or "enabled it" (if it was previously dormant) most likely for Cross platform compatibility (xbox, ps3 etc), this kind of code is probably created at the conception of the games source code as an precautionary thing, or so one would think. i know such a thing would cross my mind insatntly when working on a single title for different "operating systems"

 

in other words that massive block of text i just displayed isn't an "problem" or a good thing either, i personally love the game in its current state and avidly work with it.

 

what this massive block of text -is- however is an much more logical & reasonable approach (something that mobs of people or groups larger then 4 can never handle) to the majority of the issues and "foul ups" i have witnessed. the problem as always would be that even scratching the surface of anything that isnt in an over simplified "A-B-C" format will only confuse and generate further primitive behavior

 

wow i ended that sounding like the furor himself haha, my bad. im an actually a nice guy, or at least pretend and convinced myself to be such - its not like i enjoy saying our species as a whole are a bunch of dumb asses who can't handle the truth (lol!), but still....

 

after so many years you see things happen over, and over, and over again...i guess you gotta comment on how you see it at least once, and for the first and probably final time, i decided to share what i think, which probably massively derailed the intended discussion for the topic

 

what do i know anyway - im just some weirdo on the internet who vanishes into the darkness, comes back every week or so and drops an heavy rant only to vanish again :p

 

back to the bat cave until then be well dear nexus :]

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Combat/action/character event "throttling". this can best be described as a similar "function" known as TM, TMM or "thermal monitoring" some motherboards implement or are capable of....they throttle CPU clock speed depending on temperature...high speeds colder cpu is, lower speeds hotter. i first felt it after buying DAA, then realized it spilled into DAO as well.

 

in combat, instantly noticed this "governor" of maximum "things happening on screen at once" either 1.) activated or 2.) quietly implemented system wide. probably mainly created for, and to work in, conjunction with the 'DAA engine', probably to prevent crashes or any number of possible troubleshootage cropups, an resource manager serving as an safety-net/bottle-neck preventive safeguard, or...Thermal Monitoring heh

 

so what happens is whenever you have over 8 to 12+ npcs in combat, "registering" impacts become handled by an invisible "take your turn 1 by 1" system. pretend you use flurry on your target - you wouldnt see the 3 damage confirmation #s for 2 seconds or so - until everyone who attacked in combat *before* you registers theirs, creating this imaginary 'line' or 'traffic jam' queuing subsystem

 

Turned of all throttling in the bios - no effect :confused: Too bad, would have been great if that would have worked.

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ah rust, i apologize for confusing you, i meant to use the thermal monitoring as an comparison/example of whatever it is that was implemented in the patch - and is completely in game

 

although regarding your motherboard settings a lot of people with average/stock cooling systems report TM being an major overall performance inhibitor in cpu-intensive apps (most modern games) or whenever physics calculations in gaming are involved in particular, so that wasnt a bad thing necessarily.

 

of course if your pc catches on fire setting your home ablaze - resulting in an tragic most painful death with your last words being "why" because some stranger said it might be a good idea to disable default settings...that would suck..majorly..

 

;]

 

(any sort of TM type features are best disabled when mobo allows manual config of fan speeds, mine are always set to 100%, as long as you dont mind noise)

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ah rust, i apologize for confusing you, i meant to use the thermal monitoring as an comparison/example of whatever it is that was implemented in the patch - and is completely in game

 

although regarding your motherboard settings a lot of people with average/stock cooling systems report TM being an major overall performance inhibitor in cpu-intensive apps (most modern games) or whenever physics calculations in gaming are involved in particular, so that wasnt a bad thing necessarily.

 

of course if your pc catches on fire setting your home ablaze - resulting in an tragic most painful death with your last words being "why" because some stranger said it might be a good idea to disable default settings...that would suck..majorly..

 

;]

 

(any sort of TM type features are best disabled when mobo allows manual config of fan speeds, mine are always set to 100%, as long as you dont mind noise)

 

No worries, I just figured it would be worth a try. I turned it back on once I saw there was no noticeable effect. I spec'ed and built my computer and I'm surprised at myself for not trying it before now. As for it getting hot, my desk is in the coldest corner of the house, I run with an open case with multiple fans around the mobo area and a clip-on fan blasting away at the backside; hottest thing in the room is my temper when the game crashes on save http://www.miccofl.net/Smileys/iexplode.gif

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It looks promising. Let's hope their fixes don't break anything; I've seen it happen too many times to too many games. I think I will wait a week or two after release before I install.

 

There speaks experience. I just may follow suit.

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i'd have to say that list, if taken literally word for word, seems like more of an quick/hotfix workaround than an actual overall improvement

 

the talent based issues are triggered by specific installation configs but -mainly- by the overall DLC content include system in general/as whole

 

while the consumer can't be expected to "fix it/mod it" him/herself, these are resolved by the most simplistic form of entry editing in the gda charts, literally, copy+ paste, and would in fact require no more than 5-10 minutes of thorough testing to be "resolved" (i sound so cranky when i talk about this kinda stuff lol)

 

the "memory leak" issues that may be resolved mean they're gonna touch up the source code (doubtful), but will probably

 

a.) increase the reduction in caching/thermal monitoring example previously ranted about - that being a super quick band-aid for systems with 2GB and lower, yes yes while the game itself can barely handle under a gig & half of ram in an single instance, 2GB sys memory is obviously partitioned to the actual OS in general - meaning realistically only 800-1GB of memory actually makes it way to the game, which believe me a few hundred extra megs of ram will make-or-break ya with certain custom texture setups

 

as for the rest of the issues, i personally see no reason to upgrade in the next...hmm, maybe Ever. i will of course clone an installation just to "feel it out", but i doubt they're gonna revert the major (and completely undisclosed) changes from the original, the one that implemented the 'thermal monitoring' sub-sys, doing so would require them to -actually make daa it's own engine-, and time is money right, so yeah

 

all in all, im mostly satisfied with the game in its current state and really feel no anticipatory excitement from this announcement

 

main things that interest Me personally, are

 

-fine-tuning of combat "delay" sys. & general Cache system, could definitely be increased at least 10-15% imo" (this naturally prevents probably 30+% of crashing previously experienced when extreme amounts of combat cause buffer overflow)

 

-& stealing issues i guess, probably fixed by typo/inclusion of loot info for dao that was probably forgotten upon release? ive had no problems stealing quest/unique items though, never was much of a pick pocket but i'm suer those who are would welcome this with open arms

 

a spider crawled up on my hand during this post and in an panic i "hammer punched" my own forearm, damn

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