Non-update: Tried copying the entire "Content" folder over to a RAMdisk and create a junction point, didn't make any difference. Theory? That it's absolutely nothing to do with the reading of the data that's causing the problem... it's processing it that causes the slowdown.
I'd love to try shifting the processing of the audio to another core just to test, but I don't know any way that can be done. Hell, I'd love to even try disabling audio so it doesn't read that data, but it looks like it'd load, regardless of if you even have a sound card installed or not.
AudioPauseBufferingEnabled=True
PacksLocation=Content\Audio\Packed\%s\Packs\
SoundBanksLocation=Content\Audio\Packed\%s\Banks\
SLCPacksLocation=Content\SLC\Audio\Packed\%s\Packs\
SLCSoundBanksLocation=SLC\%s\Audio\
SLCUnpackedSoundbanksLocation=Content\SLC\Audio\Generated\%s\
Yes. It did seem to help at first, but I'd only had it happen once before I made the change. The problem appears intermittent, not happening for days at a time, so I think it's more of a placebo effect.. people change the configs, and the problem doesn't happen the next time they play, so they assume it's fixed.Are you using the PoolSize fix? It seems like a lot of people have had success getting rid of the non-"area loading" stutter with that.
Dipswitch: I'm guessing you're using Steam Big Picture mode? I get the same sort of parsing errors when I use it as well after some time with it running. I've basically sworn it off until the issue is addressed. Run Steam in normal mode and you won't have any issues (if it's the same bugs I'm seeing that is).
So to be clear, this is a Steam/Valve issue not a 2k/Irrational Games bug. Here's a Steam Forums thread of other people experiencing the same thing.
Is anyone seeing these errors while playing the game in big picture mode?
Happens randomly when an Achievement progress notification pops up and causes the game to crap out. I then have to kill it via task manager. It's pissing me off royally, as I have to reload the last checkpoint.
Tried posting this on the 2K Forums - one thread basically got nuked and the replacement thread apparently needs to be "reviewed" before they'll post it. Last time I buy a 2K game at launch.
EDIT: Replacement thread is now up on the 2K forums. Mods had to step in apparently.
Bang-on. People are in the official 2K forums saying "I had this same problem and the poolsize fix works!". But they're not talking about the same problem.Yes. It did seem to help at first, but I'd only had it happen once before I made the change. The problem appears intermittent, not happening for days at a time, so I think it's more of a placebo effect.. people change the configs, and the problem doesn't happen the next time they play, so they assume it's fixed.
Part of the confusion comes from people calling it the same thing.. the area-loading is actually just slowdown, a short-term drop in framerate, and not actual "stuttering". When the real stuttering happens, my system still reports that the game is running at 50-60fps, without dips. There's still some kind of processing going on there, that's probably looping and causing the hiccups, which is why it's only fixed by completely shutting down the EXE. Something's clearly eating cycles, because otherwise the game runs rock-steady at 60fps, and doesn't dip at all until it loads something.
I'm about to start another session for today. Has anyone noticed any changes since the patch?
Is there an ini setting that will lock FPS to 30? The Adaptive Vsync (Half Refresh Rate) setting in the Nvidia Control Panel on my 60Hz monitor isn't working. Its still locking it to 60fps
There was a setting that I can't exactly remember from memory... I think it was something like MaxLockedFramerate and MinLockedFramerate or something. Think it'll be in xgame.iniIs there an ini setting that will lock FPS to 30? The Adaptive Vsync (Half Refresh Rate) setting in the Nvidia Control Panel on my 60Hz monitor isn't working. Its still locking it to 60fps
If you really want to, use nVidia Inspector to cap it.
I don't really want to, but I'm starting to lose faith that Irrational will patch the game. The area loading fps drops (at a locked 60 otherwise) are bothering me too much. And I really want to play this game. I'm gonna hold out another couple of days though. Thanks for the tip.
I guess this is the best place to ask this question.
I bought the game to play on my PC, but I have to possible ways of playing it:
On my desktop, using keyboard and mouse, Or in the living room, where I could use my 360 controller, or a KB and connect a wired mouse to the HTPC.
So here are my questions:
1. Does the PC version of BioShock support Xbox 360 controllers, and what I mean is does it support them as smoothly and straightforwardly as tomb raider does.
2. For those of you who typically use keyboard and mouse, but sometimes use Xbox 360 controllers for FPSs, what would be the preferred method of control for this game? Has it been designed primarily with a console controller in mind, or is the best experience still with a keyboard and mouse? I personally prefer keyboard and mouse, but wanted to know if it's been designed specifically around a console controller.
Thanks!
I guess this is the best place to ask this question.
I bought the game to play on my PC, but I have to possible ways of playing it:
On my desktop, using keyboard and mouse, Or in the living room, where I could use my 360 controller, or a KB and connect a wired mouse to the HTPC.
So here are my questions:
1. Does the PC version of BioShock support Xbox 360 controllers, and what I mean is does it support them as smoothly and straightforwardly as tomb raider does.
2. For those of you who typically use keyboard and mouse, but sometimes use Xbox 360 controllers for FPSs, what would be the preferred method of control for this game? Has it been designed primarily with a console controller in mind, or is the best experience still with a keyboard and mouse? I personally prefer keyboard and mouse, but wanted to know if it's been designed specifically around a console controller.
Thanks!
I guess this is the best place to ask this question.
I bought the game to play on my PC, but I have to possible ways of playing it:
On my desktop, using keyboard and mouse, Or in the living room, where I could use my 360 controller, or a KB and connect a wired mouse to the HTPC.
So here are my questions:
1. Does the PC version of BioShock support Xbox 360 controllers, and what I mean is does it support them as smoothly and straightforwardly as tomb raider does.
2. For those of you who typically use keyboard and mouse, but sometimes use Xbox 360 controllers for FPSs, what would be the preferred method of control for this game? Has it been designed primarily with a console controller in mind, or is the best experience still with a keyboard and mouse? I personally prefer keyboard and mouse, but wanted to know if it's been designed specifically around a console controller.
Thanks!
Have you checked to see if it is actually saving? I had this problem for a bit, but the game actually was saving fine.For some reason my game isn't saving. The "failed to save" window pops up everytime. I did use that method which allows for multiple save files buy removing the old ones into another folder, so I wonder if that has anything to do with it.
Bolded the important bits.On Friday, April 5th, we released a PC Patch via Steam. Continue reading below.
Fix for occasional crash occurring during startup of the game during opening movies.
Fix for some audio being permanently disabled if a checkpoint is restored while the screen is still faded to black prior to the player’s first encounter with Daisy Fitzroy.
Fix for user inventory issue in the Town Center fair.
I don't really want to, but I'm starting to lose faith that Irrational will patch the game. The area loading fps drops (at a locked 60 otherwise) are bothering me too much. And I really want to play this game. I'm gonna hold out another couple of days though. Thanks for the tip.
I don't know if you've read anything on what I've posted here, but it's been narrowed down to a pretty fine point that it's the decompression/loading of sound files into memory at those locations that causes the slowdown. The fix should be a piece of piss... it might be large though, depending on whether they need to do something with the entire sound library.I think patching that is no way easy, the core engine was designed for consoles, with less than 512 MB of available RAM, those loading areas are really needed there... for PC players it's a bit of a bummer but the game is 95% silky smooth with 20-25 split-second loading areas throughout the entire game (I played through the game several times and counted, yes)
For sure they can optimize the engine for PC so the game takes all the RAM and VRAM available to prevent loading in the middle of a level, but does it make sense instead of focusing on DLC development ? nope when most players out there don't care nor don't ever notice the drops, they're less than a second and never happen during firefights.
I don't know if you've read anything on what I've posted here, but it's been narrowed down to a pretty fine point that it's the decompression/loading of sound files into memory at those locations that causes the slowdown. The fix should be a piece of piss... it might be large though, depending on whether they need to do something with the entire sound library.
I don't think it's a RAM thing so much as it's a CPU thing. I'm not sure exactly how CPU interrupts work, but I'm sure there's a way for them to palm off the sound overhead required over to another core rather than having it interrupt the game itself so it can be loaded in the background.
This is what I wonder as well. I'm hoping that it's the case, because I don't think it's a lack of processing power that's causing the problem, I think it's an inability to perform different tasks at the same time. And from what I can tell, it's not a big task that it has to do, it's just that it has to be done *that instant* that's causing the problem.The system requirements state a dual-core processor as the bare minimum, so I wonder how far they can go fiddling with multi-threading in order to fix the split-second loading pauses without breaking those requirements or making the performance with such CPUs really poor, if the issue at hand is CPU related as you think.
Beats the hell out of me as well. I have a mid-high end rig (O/C 2500K@4.9GHz, 5850+5970 GPU, 16GB RAM, 2x SSDs in RAID0) and it baffled me why it was happening. That's why I got so involved with investigating it. If I could see that my GPU was limiting or most/all of my CPU cores were peaking, then I'd put it down to just not having a powerful enough PC. But that it's only using one core, is 99% utilised most of the time and runs fine most of the time except for those sections, it lead me to believe that I couldn't be the only one with that problem.On the other hand, I wonder how gamers running the game with insanely overclocked modern CPUs such as the i7 3770K (with powerful single-core performance) have the exact same downgrade in performance as those using an old Core2 Duo. It doesn't matter if the game is being played off some SSD or a traditional HDD either.
Oh, it certainly is the engine, but I think it's the engine in conjunction with whatever third/different party (to Epic) tool/plugin that's not playing well. For all we know, this Wwise sound engine/library (or whatever) could be amazing, but implemented within UE3... just a very bad choice. Which is why I suspect that they could well change whatever tool that is within the engine itself (which could be easy, could be literally impossible... I have no idea), the format in which the files are stored in, or like you said, some hidden variable that needs to be tweaked.I still believe it's an issue within the engine itself, you can open XEngine.ini change some settings and observe changes, that tells you that by altering settings available to final users the game performance can be affected, now it remains to be seen if altering settings only visible to developers would do the trick or, on the contrary, if some optimizing or re-writing of some parts of the engine is needed.
I think it's the engine in conjunction with whatever third/different party (to Epic) tool/plugin that's not playing well...
...people who aren't able to run it over a steady 30fps (as in, 60+) aren't concerned because they're only seeing a ~10% dip when "hardcore" gamers are seeing at least a 50% decrease in performance.
I mean like Need for Speed Shift 1 on PC can be "unpacked" the game files can be unpakced to allow for modding, etc.In what context are you talking about "compression"? This is the way the game's been released, and it's not unusual for any game to use some kind of compression or packing for things like audio or textures. It's just that this one seems to handle it rather badly.
Is anyone seeing these errors while playing the game in big picture mode?
Happens randomly when an Achievement progress notification pops up and causes the game to crap out. I then have to kill it via task manager. It's pissing me off royally, as I have to reload the last checkpoint.
Tried posting this on the 2K Forums - one thread basically got nuked and the replacement thread apparently needs to be "reviewed" before they'll post it. Last time I buy a 2K game at launch.
EDIT: Replacement thread is now up on the 2K forums. Mods had to step in apparently.
Is there an ini setting that will lock FPS to 30? The Adaptive Vsync (Half Refresh Rate) setting in the Nvidia Control Panel on my 60Hz monitor isn't working. Its still locking it to 60fps
Well, I've created the missing files and they don't appear as "failed" in that process viewer thing, but the slowdown still occurs... so it's happening either because of the .xxx files or the .bnk files. Best I can do!
Im a bit confused with this thread. Did people do the pool size change? that fixed all my stuttering and I played through to completion in 2 sittings. I also did the change that the irrational guy tweeted with changing the setting to TRUE. that sorted it completely
Hah, I just enjoy the challenge... I spend more time tinkering with games than playing with them.man, you're going through a lot trying to fix this issue, I don't have the patience anymore... but will try this weekend to have a look both at those files and the part of the engine which picks them for decompressing, among others I'll use the tool you kindly provided, will post results... hopefully a patch is coming to fix this, but as I said somewhere above this post it doesn't look like an easy fix at all.
Well, they say they have it happening now (well, as of a few days ago) so you're probably spot-on with that, in that only recently they may have just thought to try the full retail build.