![]() ![]() It should be around an estimate of 265%, but I lost some water in my experiment. To create this portal, you need to fill the eye with around three flasks of water. Instead of summoning a boss, if you fill the skull’s eye with water, it creates a blue portal in the sky. This skull in the sand was originally a way to spawn a boss that has since been moved to the Pyramid. The Desert Faraway Land Portalįor players who have explored outside the mines and stumbled into The Desert, you may have seen a giant skull. Before you read any further, this article contains minor spoilers. If you haven’t, we’ve got a short guide to show how you can teleport across the entire world with ease. Only the Noita developers really know.If you’ve ever stumbled across the Faraway Land portals in Noita, you might be wondering where they go. ![]() Regarding STREAMING_CHUNK_TARGET, i assume it has something to do with the amount of chunks/tiles that are generated/loaded simultaneously.Īnd mTrailerMode seems to cause chunks to be recalculated/refreshed every (few) frame(s), but similar to STREAMING_CHUNK_TARGET it's pure speculation and not tested thoroughly. That shouldn't be a problem on your machine either. Just as a sidenote, saving of the screenshots uses a hardcoded amount of 4 worker threads. If you create a map the next time, you can experiment with those. There are some more in the in magic_numbers.xml: In that case it could be that some of the worker threads don't get a tile ready in time, but i have no idea how it really works inside.Īs i wrote in discord, you can try to disable some multithreading related settings, as in set single_threaded_loading="1" inside of your config.xml. Perhaps Noita has some "problem" with that many cores, as in that it creates many worker threads, but the limiting factor is the IO or RAM throughput. In that case the game will run slower, but the world tiles get loaded after some ingame frames anyway. Normally 100% CPU load shouldn't be a problem, atleast here. It's strange that Noita behaves so different on your side, your machine is definitely not too slow. Pausing the game to let it finish generating until the CPU is back to normal helps a small amount but requires continuous monitoring of the process and doesn't give you back the already lost frames. Sometimes the game doesn't keep up generating anything when the CPU load is 100%, but the capture process still continues. It jumps between 50% and 80% Load ( Its just 10% because I paused the game to take a screenshot) I'm not sure why but as the result of this I think it has something to do with the capturing process itself.ītw, my taskmanager while capturing a full map: But just in the moment the capture started, some portion of the game window got blacked out, resulting in those weird rectangular holes on the full map. The game window was fully filled and generated after moving the view to the desired coordinates. I had a weird result when I tried 60 fps with a CAPTURE_DELAY of 60 and mTrailerMode disabled. CAPTURE_DELAY = 30 and in the second run 150 somewhere between should be goodĪ little bit of troubleshooting experience:.I actually don't know what this setting does STREAMING_CHUNK_TARGET = 32 maybe placebo?.I guess a capture delay of 60-100 might be a good setting for me, but it would actually extend the capturing process a lot. Having the framerate set to 60 wasn't helpful at all and just made the capturing process unnecessarily slower.ĬAPTURE_DELAY was set to 30, I still had a few screenshots with black rectangles, I deleted them all (I hope, 675), set the CAPTURE_DELAY to 150 and ran the capture process again.ġ50 frames delay was a bit overpowered (took longer than needed) but my CPU was able to load the required area before the capture happened. I lowered the framerate to 300, this might also helped. Also increasing STREAMING_CHUNK_TARGET to 32 helped a little bit. I still don't know what mTrailerMode does, but keeping it enabled helped a lot having the entire game window filled, but made the whole process a bit slower.
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