- 8,450
- Rockay City
FH3 suffered from similar issues and those were fixed, so I'm not worried. đź‘ŤAre they ever going to fix these problems?
FH3 suffered from similar issues and those were fixed, so I'm not worried. đź‘ŤAre they ever going to fix these problems?
"Learn from your mistakes" no? OkFH3 suffered from similar issues and those were fixed, so I'm not worried. đź‘Ť
I think it's more a matter of Playground having fixed it in their FH3 branch, and T10 (who were working on FM7 in parallel) haven't applied this particular fix in the FM7 branch yet. Silly, but stuff happens. Merging things back is not always trivial, especially with a huge code base."Learn from your mistakes" no? Ok
Yeah that makes sense.I think it's more a matter of Playground having fixed it in their FH3 branch, and T10 (who were working on FM7 in parallel) haven't applied this particular fix in the FM7 branch yet. Silly, but stuff happens. Merging things back is not always trivial, especially with a huge code base.
I assume that is the one they released yesterday. If so that is the one I was using yesterday, no changes with the missing textures.Heads up that Nvidia has brought out a second “game ready” driver update which includes FM7.
I assume that is the one they released yesterday. If so that is the one I was using yesterday, no changes with the missing textures.
I think missing textures is a RAM issue. It acts the same way as the wheel scrolling, it gets worse and worse until it crashes.
The focus seems to have been to get us "15-25% depending on PC configuration" more performance:I assume that is the one they released yesterday. If so that is the one I was using yesterday, no changes with the missing textures.
I have a 3gb card. I raced for about 20 min before the textures started blinking. I didn't have any monitoring at that time. Is there any track that is extra textture heavy to trigger this?It is an issue for sure but not the same. It is easy to see the ram leak from scrolling through wheels but in the case of the disappearing textures the ram usage is still within reason. Usually around 5gb where as I have saw it go well past 5gb right away when scrolling through wheels and on up to near 9gb after scrolling through all of them once.
I have monitored the vRam but have never saw it go much above 3600mb total usage and given that my card is 4gb that still leaves a bit over 400mb free and should not be causing an issue. Could be different for those with 2gb cards
Maybe it's triggered at higher speeds.It seems to happen on the Indy Oval quicker than anywhere else I have tried.
Maybe it's triggered at higher speeds.
I have a 3gb card. I raced for about 20 min before the textures started blinking. I didn't have any monitoring at that time. Is there any track that is extra textture heavy to trigger this?
Zotac Nvidia GeForce GTX 1060I have an MSI GTX780 Twin Frozr OC with 3gb of Vram, not had an issue with this personally. What GPU are you using? Have you made sure your GPU cooling is clean and free of anything that could hamper it (dust on fans, debris build up in water blocks if you watercool)? Make sure to check temps, just on the off chance your GPU is overheating; which will cause it to thermal throttle and slow down the card.
I am using 1050TI with 4gb my brother has a 1060 with 3gb. We both experience the same issues with the same tracks at about the same time.Zotac Nvidia GeForce GTX 1060
Whenever I start a race I have a 50/50 coinflip on whether I actually finish the race or not. ......
Literally crashed to desktop 6 times in just over an hour today. How is this even acceptable?
What kind of system specs do you have where you are running the game? I have saw it crash only a few times and only once while racing which turned out not to be the games fault in that case the system blue screened after looking into it it seemed to be the FFB driver that crashed because Windows put the USB port in sleep mode while I was racing. I disabled the ability for Windows to do this and so far no more issues related to the FFB fault.
Yep button mapping is a little odd for the CSR.Finally, plugged in my CSR wheel. Alright, finally I was able to navigate menus reliably. Button prompts were still for keyboard controls, but I was able to find my way around regardless. With how troublesome controller and mouse/keyboard controls worked, the wheel worked surprisingly well. I even got to do a few races. The only oddity I noticed was that pause was mapped to one of the orange buttons rather than the start button.
I play with DS4 aswell. I sometimes need to remove it from the control panel, unplug it, start up DS4win and then plug in the controller again. If you get the flashing between (A) and Enter when pressing buttons, open up DS4win and uncheck Hide and check it again. I play via USB.Finally finished downloading FM7.
My experience so far:
Controller not recognized. It's admittedly a DualShock 4 being spoofed as an Xbox controller via DS4Windows, but still it should work. Works fine with Forza Horizon 3. Changing a DS4Windows setting to disable the DualShock 4 so that it's only seen as an Xbox controller got it to work temporarily... very, very temporarily... I was literally only able to move over one menu item before it stopped responding, and I could never get it working again after that.
Mouse and keyboard controls for navigating the menu are super flaky. Menu options are flickering like crazy when I try to mouse over things, almost seems like some scaling issue or something... but my monitor scale is at 100% so that shouldn't be an issue. Some keys work consistently (arrow keys, for instance), some keys consistently don't (Such as [ and ] to tab between different menu sections), and some keys work intermittently (like R for options).
Finally, plugged in my CSR wheel. Alright, finally I was able to navigate menus reliably. Button prompts were still for keyboard controls, but I was able to find my way around regardless. With how troublesome controller and mouse/keyboard controls worked, the wheel worked surprisingly well. I even got to do a few races. The only oddity I noticed was that pause was mapped to one of the orange buttons rather than the start button.
Performance was... playable. Not stellar, there was some pretty glaring hiccups in performance. Settings-wise, I left everything set to dynamic and was running at 2560x1080 on a GTX 1080 and a 4930k with 64 GB of RAM. My drivers admittedly weren't the most up to date ones, so I'll report back later after I rectify that.