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Sticking of SLOD2 models during loading on b3258 #2752
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Wanted to add, eventually most/if not all the textures will do this all over the map and not just marked location, at least from what I found. This is either due to being on a server too long(like 4-5 hours and it will start) or if its more populated, it happens fairly quickly. |
We have definitely had this happen within just a few minutes, even with just one player, if you fly about as MaaxinGL explained it. If not actively trying to get it to bug out, it sure will take a bit longer. Applying these settings, as MaaximGL also mentioned from my post on the forum seem to have fixed it for me, however not for one of the others on my server - so no exact science I suppose:
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Hello! 😄 We're experiencing the same issue on SOZ, with 240 ~ 300 players connected simultaneously daily. After our recent update, the majority of players encountered this problem. Some could play for several hours without any issues, while for others, the problem appeared within 2 minutes of playing. We've tried everything, including reducing the mapping load and optimizing asset appearances, but unfortunately, we haven't been able to solve the issue. :/ Since we couldn't find a solution, we've reverted to an earlier update. We also use GTA V Remastered & Forests South + North, and from what I've read, that could be part of the problem too. |
We also use a similar map mod: https://github.com/IDKFORCE/fs-serversidegraphics, although we never had this issue before this build. But the issue seems to be almost random. Sometimes it's happens almost instantly, sometimes never at all. We've been trying to pin down a reproducable method for how to cause this to happen, but it's very random. Some of our users experience it all the time, some never. 10-20 players on average. |
I will add that what used to work for me was the aforementioned Extended Distance Scaling (0) and Distance Scaling either or. But now, especially as of last night - every other building and area is doing it. I would move my ped all of 2 buildings away and suddenly its messed up. I was only on server for 5 minutes. Computer was freshly restarted. Server was fresh restart as well. The amount of players didn't matter. Its been getting progressively worse over time. As it seems to happen on a clean server as mentioned above I don't think its specific to add ons at this moment. Though, those certainly can contribute to the issue! Especially with how lazy some mappers are, and how insane their LOD distances are, or broken LOD indexes! This issue however is literally everywhere for me and others not just in a few key spots. |
Continues to be a significant issue for much of our playerbase, making b3258 unplayable for some users without having to restart several times. Is there any idea on a fix for this or should we revert? |
Yeah we are getting SO many complaints. Sometimes immediately when loading in I even get the issues myself. Never used to happen THIS badly. What did Rockstar change with SLOD2 models or loading or index values on the last update? Some way to easily see? ps. @TheIndra55 does a lot of work on bob74 and maybe has some advice. Sorry for the mention but I respect all the work you do on that Repo and perhaps you may have some knowledge and insight. |
We ended up downgrading back to the previous gamebuild. It's definitely just the newest gamebuild that causes texture loss/playdough. Hopefully it's fixed sooner than later. |
How to fix this? Downgrade game build and artifact? Or just the game build? |
The fix would be to downgrade yes. The other fix would either be from CFX or if someone knows how, some kind of community solution. I assume the core issue is that map makers are not properly making their maps, but something before was clearing/stopping this from being a widespread issue. |
Well some people have reported this issue happening on a clean server with no custom ymap/mlo's |
Not sure if this is related, but the ability to increase pools seems to be coming in the future: https://github.com/citizenfx/fivem-docs/pull/481/files However, this may not solve the issue being experienced here. |
Please Fivem teams Fix this ❤️ |
We are running all of those pool size values increased with several of our players on Canary build to test and unfortunately the problem remains. One REPRODUCTION spot which is a specific spot that is a constant source of the issue is near Braddock Pass tunnel. Our server is not streaming this file but it still happens VERY frequently where it will not unload.
Perhaps there is a conflicting LOD Index somewhere but with no feasible way of checking every LOD Index to see if there is a conflict then I'm not sure. We know that Extended Distance Scaling lower and lower Distance Scaling helps the issue a little bit. So then I must ask what if its related to the calculation of the PlayerPed current coords in the world kind of messing up and not being accurate therefore the LOD's don't load or unload properly. Here are my Pool Sizes right now, just loaded in not even 2 minutes on the server. Near the Wind Farm of all places where we don't have any mods whatsoever. |
This still remains a major issue for anyone using this build, I hope someone in CFX can bless us with a fix soon 🙏 |
Indeed to the point where people are leaving servers over it thinking that its just specific to that server. I've seen a few owners talking about it in other places as well who are unaware of this repo or the forums. |
There seems to be a new build 3323. Has anyone checked if this fixes the issue? |
Can confirm after testing for around 1 hour on a fresh install and also 1 hour on our test environment that the issue is still occurring on 3323. |
Someone posted this in one of the forum posts about this issue. Apparently someone for single player decided to make a fix (though this one is currently outdated and not made for FiveM) • Source: https://github.com/0x-FADED/GTA-V-fwBoxStreamerVariable-and-decals-limit-Patch Perhaps this can help if adapted for FiveM and updated? |
I believe this patch is already part of FiveM. If you go to the dllmain part of the source code (https://github.com/0x-FADED/GTA-V-fwBoxStreamerVariable-and-decals-limit-Patch/blob/main/dllmain.cpp) you can find a comment: Tho it still may be related. Maybe increasing those limits even further will help. |
We're also seeing this on our server with 3258, when opening the streaming memory with |
Allow me to clarify its not an issue with textures as in (.ytd) files. Its an issue with models (.ydr). Even though people refer to the issue commonly as "texture loss" or "blurry textures" it is in fact blurry textures loaded on a low poly model that doesn't unload properly from view. SLOD's are models with blurry low quality textures and low poly counts to be shown at a distance such as when in a plane high above or far away where detail doesn't matter but optimization does. However, molo's work is often unoptimized and I can attest to that having bought several of his maps. Its likely that its got really far set LOD distances in the .ymap's and .ytyp files from his MRPD thus causing textures to load for them at great distances. This is a common problem with many mappers who don't understand optimization, nor care about it or even know what LOD's are. A hot tip on the side of .ytd themselves, if those are really high quality such as 2k and 4k textures inside of it and the .ytd is massive as a result, that will cause a different issue at times (usually when combined with tons of others that are oversized) which is people running out of VRAM/RAM where you will see entire models be invisible. But thats a different issue than this issue we are talking about. Accompanying those errors you will see "asset is oversized" warnings in yellow and red in the server console. |
Update: this problem immediately appears on b3258. Also met on b3095, but much less often. It was not seen on versions before b3***. |
Just wanted to give a quick update about this issue. I've been working on it for some time. I can't tell when it will be done - it depends on how deep the root cause is. But fingers crossed soon. It does reproduces on completely clean server. But additional map resources make it appear faster. For the same reason it appears faster on the later game builds. The blurred LODs are not unloaded because some of it's children are failed to be created. Usually its something small, like a few bushes - so it creates an illusion that LOD is displayed for no reason. And the children are not created because of a memory leak in I also can imagine a map so packed with additional resources that the archetype pool will get overloaded right away. Unfortunately - increasing it's size is tricky. Because the base game uses int16 to store the size it and current size (64000) is already very close to the data type size limit (2^16). Its also referenced in a lot of places. Increasing it will be a task for the future for sure, but fixing the leak is a higher priority for me right now. |
Thank you for your focus on this @Nobelium-cfx 🙏 |
Thank you for looking into this! @Nobelium-cfx Off Topic: Ah yes, |
Not sure how useful this is for debugging purposes, but there is an older PR that added an archetype viewer to devtools: #2240 |
Hi, thank you! It does look useful. I've collected very similar data when debugging. But had to implement it myself. Will for sure keep this tool in mind. But I believe I've already found an issue. Or, at least the main one of them. Which makes it much more common on build 3258+. I was going to write an update when the fix is merged. But it won't happen till Monday and I've figured that people may spend some time on it during the weekends. So it's probably best to give the current status. There is a memory corruption. It happens here: https://github.com/citizenfx/fivem/blob/master/code/components/gta-streaming-five/src/PatchStreamingPreparation.cpp#L538 . _fwEntity_SetModelId for build 3258+ accesses data at ((uintptr_t)fakeEntity + 44), which is outside the memory that we allocate. After the fix I could no-clip around the island for hours without any visible issues or sign of a leak (I added some debug code to detect it). On clean build and with some additional resources (mostly https://www.gta5-mods.com/maps/gta-v-remastered-enhanced and https://www.gta5-mods.com/maps/forests-of-san-andreas-revised). Before the fix such stress test would lead to the problem within 10-15 minutes (up to half an hour). So I was wrong about my statement that on 3258+ the issue appears to be more often simply because there are more content and therefor more archetypes. I know that people pointed that they have seen the same issue on earlier builds. Tbh I just assumed that it probably the same issue. I've briefly tested 3095 today - and I couldn't reproduce the issue. Tho I think I did see it when I just started working on this and was establishing some good way to reproduce the issue. So its probably there, but much less prominent. I'm pretty sure that the base mechanism for this issue on earlier builds is the same - some children of a lod are not loaded, so the parent lod stays visible. But why it happens - Im not sure. I have two theories:
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@Wavez096 if the issue appears in CodeWalker as well - then something is definitely wrong with your resources. Unfortunately I'm not sure what could it be |
@Nobelium-cfx oh okay i have this too in my console can this are the Problems ? |
It could cause all sort of issues, yes. These are the duplicated archetypes discussed above (e.g. see #2752 (comment)). If you open corresponding You say that "my pool sice are 26000". Did you use
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@Nobelium-cfx |
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@Wavez096 879 free spots left looks pretty tight. I assume if you go do more loaded areas you will get it to 0 and it will cause the blurred LODs. I would recommend to try cleaning up your resources/assets. Maybe you can remove some - especially if they add entities into busy areas (fly around and see where available archetypes goes the lowest). Maybe you can optimize existing ones to use less archetypes. Meanwhile, the task to increase the archetype pool is in my backlog, but it's hard one. I hope to do something about it at some point, but can't promise it will be soon. So unfortunately you have to try to mitigate it yourself for now. |
also scripts or just maps? |
I mean maps. Sorry for sonfusion. |
That's hard how do the big servers do that they have a lot more maps on the server than I do |
Good question :). Idk. I'm not sure whats the difference. Maybe you can ask on forum and they can give some advise. Maybe maps that they use are better optimized. Or spread around the area more. E.g. the city center is usually overloaded while if you go outside of it there is usually much more free space in the pool |
I may be missing something. It is just my assumptions. But unfortunately I'm not sure what else to suggest here. |
Yes, I understand you, maybe I'll find a solution in the days or weeks I'm currently in contact with a manufacturer and he tried to help me |
@Nobelium-cfx |
Yes, as I mentioned earlier (see #2752 (comment)) - you run out of space in the archetype pool. Unfortunately there is not much I can do right now besides recommending to remove some resources or try to optimize existing ones (especially ones that add things around the city center as its the busies area). I will prioritize the task to increase the pool. But as I said - its really tricky and I can't promise anything fast. |
Yes, looks correct. But it's a different pool. The pool that runs out of space in your case is not supported in |
So I don't need to add anything else? |
You may, but I dont think it will help with the issue in question unfortunately. |
@Nobelium-cfx Would it be possible to bump the archetype limit from 65,000 to 65,535? If so, please increase the limit. Every little bit helps. |
Its already 65535 |
Sure. Not sure why I initially set it only to 65000 and not to the very limit. Created commit - it will get reviewed and should be merged into Canary soon.
I don't think its the case. |
Extended Distance Scaling 1-10 does nothing to the number of Archetypes. Only turning it to 0 makes a difference. Location 1 - 0/65k available on 1-10 Extended Distance ScalingLocation 2 - 11k/65k available on 1-10 Extended Distance Scaling |
Thank you. Since the updates detailed in this issue were made, I have noticed only one instance of bugged SLOD2, but that was when I was purposefully trying to trigger it by adding several large maps with many archetypes to the Legion Square, Mission Row, Textile City, and Davis areas. I do, on occasion, see interiors that won't load, in the Legion Square and Mission Row areas, after I've run out of room for archetypes. Leaving the mentioned areas and returning usually solves the problem. With what was posted by @stone9k, I'd imagine turning my extended distance scaling from one to zero will help alleviate this further. |
@highclassacts so you have the Same buggs than i ? |
Seems so. Set extended distance scaling to 0. If you still have issues after setting extended distance scaling to 0, then remove maps with many custom archetypes. Type "set archetypelist true" without quotations in the F8 console for more information about which ytyps in which maps are using large numbers of archetypes. |
You have to consider that those maps are sharing the same vanilla files too. So those issues can be caused by conflicts or just bad map work as well. Especially in that area. |
Increase fwArchetypePooledMap to it's limit of 65535. Further increase is impossible due to base game limitations. A separate work is required to allow such increase. Increased due to request from community. Context: #2752 (comment)
What happened?
When switching to b3258, the SLOD2 models (not LOD or SLOD1) started sticking. None of the resources related to b3095 were changed. The problem is not affected by whether the model resources on the server are enabled or disabled (this happens even on a completely clean server). A more open discussion on this topic can be found here: https://forum.cfx.re/t/lod-slod-texture-issues/5074672/116
Expected result
Rendering only HD models, without SLOD2 overlay when standing on the model.
Reproduction steps
Settings → Graphics → Distance Scaling (100%)
Settings → Advanced Graphics → Extended Distance Scaling (100%)
Importancy
Crash
Area(s)
FiveM
Specific version(s)
FiveM 9585
Additional information
The issue occurs less frequently or not at all with the following game settings:
Settings → Graphics → Distance Scaling (Somewhere between 0 and 75)
Settings → Advanced Graphics → Extended Distance Scaling (0)
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