animated Moods when?
Looking for similar functionality like Philips Hue Scenes for their bulbs without using Addons.
The current system is very poor and switching between moods via flows is too much to ask for multiple rooms or lightning setups.
Looking for similar functionality like Philips Hue Scenes for their bulbs without using Addons.
The current system is very poor and switching between moods via flows is too much to ask for multiple rooms or lightning setups.
Hey folks,
so I recently ran into some issues running an RE:Engine smoothly where I fell into the rabbit hole that is the still flawed implementation of Microsoft's Direct Storage in Windows 10/11. I remember this tech only presumably "workes" in DirectX 12 games and supported titles.
Checking on the latest patch to see if there was some improvement to the DirectX 12 micro stutters I figured nothing changed and that caught me thinking. What was the main difference in what is possibly some I/O issues between the unsupported "--use-d3d11" launch flag for Autodesk Stingray Engine that launches Helldivers 2 in DX 11 and the regular DX12 build. Microsoft Direct Storage.
Taking a gander into the games directory Helldivers 2\bin yields two files.
Both files are part of https://devblogs.microsoft.com/directx/directstorage-api-downloads/ and shipped in version 1.2.4 which was almost a year old. Version 1.3.0 just recently got released and were unlikely used by Nixxes when they fixed up AHGS file size mess.
So swapping these files out for the way newer one didn't yield any noticeable improvements and since I am playing the game through Proton due to Linux, there is no equivalent tech that translates direct storage in the same way. So what if I just renamed these libraries by appending .dis because DirectX 11 wouldn't even make use of them anyway. And there was an improvement, sort of...
Hear me out. The game now initially didn't spike in GPU processing time that often and the dips in the hanger weren't anywhere close with the files in still. But some "clever" developer thought to themself it was a neat idea to keep hammering the games drive and log every failed attempt to interface with direct storage library. So to me the gained smoothness is diminished by the fact now the game keeps logging into the same file per game session and bloats a txt file into Megabytes.
NxStorage_YYYY.MM.DD_HH.MM_helldivers2.txt
If someone more clever can help me debug this further and try to verify my findings on a windows machine I would be happy. Maybe there is a way to disallow the game to further log and cause unnecessary writes to the games driver and/or the users folder.
Happy testing and thanks for the help.