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News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Poll

How is your Java 23 Experience?

It's great, working just like advertised
- 194 (55.3%)
It's better than vanilla
- 85 (24.2%)
It's making my game run worse
- 24 (6.8%)
I am still using Java 8 (JRE8)
- 48 (13.7%)

Total Members Voted: 351


Pages: 1 ... 7 8 [9] 10 11 ... 13

Author Topic: [0.97a-RC11/0.96a-RC10] Mikohime Java 24  (Read 77286 times)

Lance

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #120 on: June 29, 2024, 06:58:07 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?

i force vsync off in nvidia panel + config file and fps limiter to -1 in the config file.  With gsync on + fps limiter in control panel. There is some stutter in campaing but nothing too bad: the start menu screen is perfectly fluid, so the campaign stutters comes from something else like data streaming or java code.






Final : unrelated to mikohime java.

Anyway, i havent tested others config files but the 11/21 gb versions give me an error (log file : cannot find xx file) and a crash when i click too  fast on the start button. If i wait 10 seconds, there is no problems. Look like the SS window opens too fast comparatively to the asset loading and it breaks something.

heavily modded game, 32 gb ram, 3800 mhz ddr 4 3080ti 12gb

edit: i'm wrong, it's nto related to timing, it is random, at the start of the loading of the game

sometimes it says this.
OpenJDK 64-Bit Server VM warning: Individually allocated large pages failed, use -XX:-UseLargePagesIndividualAllocation to turn off
OpenJDK 64-Bit Server VM warning: Failed to reserve and commit memory using large pages. req_addr: 0x0000000400000000 bytes: 17179869184

redit : it's related to huge use of memory previously, and windows did not  defragment the memory pool yet. Win mem alloc "bug"?
the starsector screen takes a while to appear if something used a lot of memory before but never fails
Quote
it's possible there's enough physical memory available but  they are so fragmented after a long run that they can't coalesce into large pages. Try to serve large pages when the system is still "fresh".
https://stackoverflow.com/questions/45968433/java-hotspottm-64-bit-server-vm-warning-failed-to-reserve-shared-memory-er

So, game continues to crash at start up randomly, once it's launched :/ but once it's loaded it works flawlessly. Mem alloc problem i guess.

 it's somewhat different than the behaviour explained in the Q/A, but it seems related. Imma test the optional config file.
there is also thoses lines

WARNING: package java.nio.Buffer.UNSAFE not in java.base
WARNING: package java.awt.Rectangle not in java.desktop
[4.013s][warning][trimnative] Native heap trim is not supported on this platform



edit: it seems to be two differents problems. the error shown in the picture cant be fixed with the optional config file


Final : unrelated to mikohime java. It's a bootleg mod (torschip) from the forum that behaves weirdly randomly. Unrelated to torchships.

i believe it's cops.
« Last Edit: July 03, 2024, 12:47:43 AM by Lance »
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Spicerub

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #121 on: June 30, 2024, 06:55:03 AM »

I don't know what the deal is, but it seems that combat scenes are locked to 25 fps.
The campaign layer run great at 120, but even simulating just 1 dram tanker the fps is 25.

Same thing with the menu, locked at 25 fps.

However.. If I spam the 'Next tip' button, after like 10-20 tips the FPS jump back up to 120.
« Last Edit: June 30, 2024, 07:00:28 AM by Spicerub »
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mrpras

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #122 on: July 09, 2024, 06:45:41 AM »

I set the fps limit in settings and it runs at whatever I ask it, both in campaign and combat, tested on intel and nvidia drivers. Weird
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Blab_Blob

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #123 on: July 13, 2024, 08:30:42 PM »

anyone got a working copy of starsector(0.96) with this mod?
cant seem to get it to work:(
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TheMuffinOfEvil

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #124 on: July 15, 2024, 10:30:16 AM »

Posting this here for anyone that runs into the Micro stutter problem.

This mod had been working great for me, I updated my Nvidia drivers while I wasn't playing the game for about a month.  I came back updated my mods and thought one of them had introduced the stutter.

Rolling back to Nvidia graphics driver 551.76 fixed the stutter completely.
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Himemiko

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #125 on: July 17, 2024, 05:43:35 PM »

due negligence in my part, fix issue not launching for new user because the new version requires file that only exist on older version of this "mods"
(thanks for the report, idk why i noticed it this slow.. been playing other games lately)
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Blab_Blob

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #126 on: July 18, 2024, 05:59:18 AM »

Thanks for the 0.96 fix himemiko!
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Bastion.Systems

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #127 on: July 18, 2024, 07:19:43 AM »

Tried all these fixes individually with stock game (downgrade graphics driver to 551.76, fps limit -1, disabling limits and vsync from game settings and forcing through nvidia control panel, tried using a different monitor).
Although the driver rollback slightly improved performance in Java 8 so it was not a complete wash (thanks, @TheMuffinOfEvil).
I guess this really is the wake-up call to get a 120fps adaptive sync monitor, that or play on linux lol.
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Fakalljakall

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #128 on: July 22, 2024, 03:35:55 AM »

How do I launch from "Kitsunebi.sh" on windows, the extension seems to be a linux type thing not a windows one?
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TimeDiver

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #129 on: July 22, 2024, 03:52:47 AM »

How do I launch from "Kitsunebi.sh" on windows, the extension seems to be a linux type thing not a windows one?
You downloaded the wrong archive; that one is specifically for Linux distros, while the following are for Windows:

Newest Windows download (0.97): https://github.com/Yumeris/Mikohime_Repo/releases/download/26.4d/Mikohime_23_R26.4f_097a-RC11_win.zip

If still on v0.96 of Starsector, then: https://github.com/Yumeris/Mikohime_Repo/releases/download/26.4d/Mikohime_23_R26.4f_096a-RC10_win.zip
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Fakalljakall

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #130 on: July 22, 2024, 03:54:45 AM »


*** >:(
Thank you ;D
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nearlynonexistent

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #131 on: July 23, 2024, 07:33:37 PM »

On Arch Linux and i3, with xrandr installed, I can run the game using starsector.sh fine, but with Kitsunebi.sh I get the "error: null" pop up with this log. I'm not entirely sure what the difference is, but from my reading this is usually an issue of not having xrandr installed, but that isn't the issue here. Is it perhaps an issue with the LWJGL bundled with this version of the Java runtime?
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castironfan

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #132 on: July 25, 2024, 06:03:58 AM »

Any chance we can get a Mac version of this? I'd really appreciate it!
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Benjamin

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #133 on: July 25, 2024, 05:03:52 PM »

Any chance we can get a Mac version of this? I'd really appreciate it!

If you have a Mac with an M series silicon chip, you could try using the Java 8 M series chip conversion kit.

Not sure if Miko will make a Mac version of the Java 23 conversion kit...

https://fractalsoftworks.com/forum/index.php?topic=28210.0
« Last Edit: July 25, 2024, 05:27:18 PM by Benjamin »
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Cirind

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Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #134 on: July 30, 2024, 12:16:26 PM »

Bloody amazing mate!

You did save my overbloated playthrough with... 300+ mods?
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