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News:

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Poll

How is your Java 23 Experience?

It's great, working just like advertised
- 227 (56.2%)
It's better than vanilla
- 99 (24.5%)
It's making my game run worse
- 25 (6.2%)
I am still using Java 8 (JRE8)
- 53 (13.1%)

Total Members Voted: 404


Pages: 1 ... 6 7 [8] 9 10 ... 14

Author Topic: [0.97a-RC11/0.96a-RC10] Mikohime Java 24  (Read 107987 times)

Juno

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #105 on: May 19, 2024, 08:40:59 PM »

Anyone got problem where it fails to save?
"Error saving, failed to rename, make a copy"
Windows 10
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lustfull

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #106 on: May 22, 2024, 08:07:23 AM »

Sometimes the game freezes after completing the Eventide event ( mini sword game play)
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rhinolt

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #107 on: May 22, 2024, 08:41:22 AM »

weird,cant find the top banner of game window in window mod

Code
https://ibb.co/L5Tk4j6

so the game window centred and cant be moved
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Bastion.Systems

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #108 on: May 23, 2024, 02:02:37 PM »

While it greatly reduces system utilization, it seems to cause very regular micro stutters during campaign map travel, even when not using the settings.json tweaks even with a completely stock game.
I guess my GPU driver (rtx3080 551.76, win10) just does not like it.
Shenandoah on the other hand does not have any stutters (or at least so minor that they are almost unnoticeable), when I use compact version with a conservative ram limit.
« Last Edit: May 24, 2024, 04:08:44 AM by Bastion.Systems »
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DozenthTurmoil

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #109 on: June 06, 2024, 05:07:01 PM »

sooo...the Java 28 thing is corrupted?
it won't install at all

EDIT: turns out I was scammed with a hard drive that corrupted ***
« Last Edit: June 06, 2024, 06:17:43 PM by DozenthTurmoil »
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Kapitalismos and Nato

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #110 on: June 07, 2024, 07:05:14 AM »

Man, terrible, I can't seem to know how to manually change the game to use jdk23 instead of jre7, man it was running good atleast when I installed 8, but I kinda decided to change to this, until then, I'm stuck here trying to learn how to manually change and make the game use 23, and forgive me for being dumb, I rarely play pc games and this is like one of my first ones, and if anyone and help me, please do so...
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Calvernock

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #111 on: June 12, 2024, 04:35:20 PM »

FIXED from help on the discord! :}

Sorry to hurl a bunch of command lines onto the page here, but I'm having trouble understanding what it's asking of me. I followed the directions for this Java 23 as exactly as stated and keep getting this response. Any help would be appreciated. @Himemeko ?

The system cannot find the path specified.
Project : Rouge 26.4
Status  : Initializing
Loaded  : Miko_R3
OpenJDK 64-Bit Server VM warning: JVM cannot use large page memory because it does not have enough privilege to lock pages in memory.
[0.005s][info][gc] Min heap equals to max heap, disabling ShenandoahUncommit
-XX:AVX3Threshold=0 -XX:-AlignVector -XX:+AlwaysAtomicAccesses -XX:+AlwaysCompileLoopMethods -XX:+AlwaysPreTouch -XX:+AlwaysPreTouchStacks -XX:-BytecodeVerificationLocal -XX:-BytecodeVerificationRemote -XX:CompilerDirectivesFile=..\\mikohime/.rouge_owo -XX:-DebugInlinedCalls -XX:-DebugNonSafepoints -XX:+DisableExplicitGC -XX:-DontCompileHugeMethods -XX:-EnableThreadSMRStatistics -XX:+EnableVectorAggressiveReboxing -XX:+EnableVectorReboxing -XX:+EnableVectorSupport -XX:+EnableX86ECoreOpts -XX:+ErrorLogSecondaryErrorDetails -XX:+ExtensiveErrorReports -XX:IncreaseFirstTierCompileThresholdAt=99 -XX:InitialHeapSize=8589934592 -XX:InterpreterProfilePercentage=99 -XX:LockingMode=2 -XX:MaxGCPauseMillis=10 -XX:MaxHeapSize=8589934592 -XX:MinHeapSize=8589934592 -XX:NmethodSweepActivity=1 -XX:+ParallelRefProcEnabled -XX:PerMethodRecompilationCutoff=100000 -XX:-PrintCodeCache -XX:+PrintCommandLineFlags -XX:ProfileMaturityPercentage=100 -XX:+ReduceAllocationMerges -XX:ReferencesPerThread=0 -XX:ReservedCodeCacheSize=268435456 -XX:+SegmentedCodeCache -XX:ShenandoahAllocationThreshold=85 -XX:ShenandoahGCHeuristics=compact -XX:ShenandoahGCMode=iu -XX:ShenandoahGuaranteedGCInterval=0 -XX:+ShowCodeDetailsInExceptionMessages -XX:+ShowMessageBoxOnError -XX:ThreadPriorityPolicy=1 -XX:ThreadStackSize=4096 -XX:Tier0Delay=1 -XX:Tier0ProfilingStartPercentage=2000 -XX:+TieredCompilation -XX:TieredOldPercentage=10000 -XX:TieredStopAtLevel=4 -XX:TrimNativeHeapInterval=60000 -XX:+UnlockDiagnosticVMOptions -XX:+UnlockExperimentalVMOptions -XX:UseAVX=3 -XX:+UseBMI1Instructions -XX:+UseBMI2Instructions -XX:+UseCLMUL -XX:+UseCompressedClassPointers -XX:+UseCompressedOops -XX:-UseCondCardMark -XX:+UseCriticalCompilerThreadPriority -XX:+UseCriticalJavaThreadPriority -XX:-UseDynamicNumberOfCompilerThreads -XX:+UseFMA -XX:+UseFPUForSpilling -XX:+UseFastStosb -XX:+UseFastUnorderedTimeStamps -XX:-UseLargePages -XX:+UseLargePagesIndividualAllocation -XX:UseSSE=4 -XX:+UseSSE42Intrinsics -XX:+UseShenandoahGC -XX:+UseStringDeduplication -XX:+UseUnalignedAccesses -XX:+UseUnalignedLoadStores -XX:+UseVectorCmov -XX:+UseVectorStubs -XX:+UseXMMForArrayCopy -XX:+UseXMMForObjInit -XX:+UseXmmI2D -XX:+UseXmmI2F -XX:-VerifyAdapterCalls -XX:-VerifyMethodHandles -XX:-VerifyReceiverTypes -XX:+ZeroTLAB
OpenJDK 64-Bit Server VM warning: UseAVX=3 is not supported on this CPU, setting it to UseAVX=2
OpenJDK 64-Bit Server VM warning: UseXMMForObjInit requires SSE2 and unaligned load/stores. Feature is switched off.
[0.024s][info][gc] Heuristics ergonomically sets -XX:+ExplicitGCInvokesConcurrent
[0.024s][info][gc] Heuristics ergonomically sets -XX:+ShenandoahImplicitGCInvokesConcurrent
[0.025s][info][gc] Using Shenandoah
[0.026s][info][gc] Heuristics ergonomically sets -XX:+ShenandoahUncommit
[0.026s][info][gc] Heuristics ergonomically sets -XX:+ShenandoahAlwaysClearSoftRefs
[0.027s][info][gc] Heuristics ergonomically sets -XX:ShenandoahImmediateThreshold=100
[0.028s][info][gc] Heuristics ergonomically sets -XX:ShenandoahUncommitDelay=1000
[0.028s][info][gc] Heuristics ergonomically sets -XX:ShenandoahGarbageThreshold=10
Could not load file: ..\\mikohime/.rouge_owo
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
Press any key to continue . . .

EDIT: If you have a similar problem, copy the individual files and not the big file that contains them all into the Starsector file. :}
« Last Edit: June 12, 2024, 05:17:10 PM by Calvernock »
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JEENAH

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #112 on: June 13, 2024, 09:10:36 AM »

Hello ! I'm the creator of the Interwars Alliance faction that features very big ships with high costs that need to be used with a high deployment points for battles, do you think this mod will be able to handle 1500 DP battle or even 2000 ?

Because, it normally turn the game into a slideshow, especially against REDACTED.

Thanks in advance.
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Lance

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #113 on: June 15, 2024, 08:24:35 PM »

it works fine on 5800x3d 3080ti 32gb  3800mhz, 650 fps looks nice :)  i cant say for sure that it improves the fps on stock game, i will test further !
« Last Edit: June 15, 2024, 09:03:33 PM by Lance »
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xenapan

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #114 on: June 17, 2024, 03:32:25 PM »

Finally got around to updating my old gaming pc now media tower with this. Works like a charm and super easy to install and get working. Battles went from dropping to 4fps to a consistent 26fps. No more restarting every hour of play.. not that I use this much anymore.

Ironically still haven't been able to get it to work on my steamdeck.
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Neo15555

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #115 on: June 24, 2024, 04:56:37 PM »

Question, how are people supposed to know about this mod?

For myself, I found it from someone commenting on a mod I was following; and yet when I try to look through the mod index, I find it somewhat confusing it doesn't have a entry there, where people look for mods to download.

Why is it that there's no entry in the Mod Index?
« Last Edit: June 25, 2024, 05:00:55 AM by Neo15555 »
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Benjamin

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #116 on: June 28, 2024, 07:36:24 AM »

Btw for anyone coming later, miko's mod can be compatible with adoptium temurin eclipse jdks

Which means it can support jdk 23+2 to jdk 23+28, not just jdk 23+7, which is the version suggested in miko's instructions.txt

Adoptium's jdk 23+28 was released about 3 days ago, so try replacing jdk 23+7 and see if anything improves

Oh yeah it's scripted to only read the jdk-23+7 folder, so just toss out the contents inside and put jdk 23+28 in it
« Last Edit: June 28, 2024, 07:38:36 AM by Benjamin »
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Bastion.Systems

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #117 on: June 28, 2024, 11:21:31 AM »

Adoptium's jdk 23+28 was released about 3 days ago, so try replacing jdk 23+7 and see if anything improves
Thanks for the info, I'll give it a try.

Edit: sadly didn't have an effect.
« Last Edit: June 28, 2024, 12:17:49 PM by Bastion.Systems »
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Bastion.Systems

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #118 on: June 28, 2024, 03:30:13 PM »

I managed to get rid of most of the stuttering by using a OpenGL injector called Special K and applying the recommended vsync settings to the config file:
Code
PresentationInterval=1
BackBufferCount=-1
PreRenderLimit=-1
SwapChainWait=0
AllowTearingInDWM=true
I did additionally turn on their fps limit, resizable bar and nvidia reflex, but these only very slightly improved latency.
All of the constant stutter is gone, only slight intermittent stutter during first loadup in hyperspace remains.
The downside is that the injector really does not like that the launcher uses the same process name and as such it must be turned on manually after the game is loaded.

I guess this isolates the problem as some kind of vsync issue?

Edit: causes stutters and input lag in battles, not really a solution sadly.
« Last Edit: July 12, 2024, 03:36:33 AM by Bastion.Systems »
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vagabond1

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #119 on: June 29, 2024, 05:20:37 PM »

Happy to have found this. I am someone who uses a large number of mods (120+), so having anything that gives me a boost to fps alone is wonderful. I used to use Java 8.

I have seen a general increase of 2~6 FPS on campaign map and ~2 fps increase during ~500 dp battles. I think right now, I am being hampered by my 4+ year old CPU (intel core i5-10400F 2.9 mhz). I can squeeze out ~4 more fps when I use MSI afterburner to increase core output, which is 2x more than what I could achieve with only MSI afterburner
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