Open MrR341-GER opened 1 year ago
REFramework Direct2D
is not absolutely required, but the mod is designed with it in mind
. On nexus it is marked as optional
.
Without it the mod falls back to the default renderer
and some of the mod's functionality stops working
, for example, Unicode support
, bar outline thickness
and player name size limit
.
No Unicode support means no language other than English
will work which is pretty big issue because a lot of players are from Asia.
As for the connection error, it is the default behavior of the game: to disconnect players who are desyncing
due to freezes. So no freezes would mean no disconnect.
Direct2D plugin
simply exposes drawing API
to mods (and does not iteract with the game at all). Its not faulty by itself, I have seen some people reporting issues with it. But there are also people who have no issues at all (including me). I assume its working fine for the majority of people (because of survival bias, ofc; those who have issues will more likely to report it than those who have no issues).
The only assumption I can make is that Direct2D is not working properly on specific rigs
. Lower end PCs, perhaps? I can't really test it because I have i9-9900k + 3090 Ti, so any performance issues are simply tanked by my PC.
That is, if you intend to play in English, you are free to not use Direct2D plugin.
Well I also have an i9-13900k and RTX 3080TI
Well... my first thought was the garbage collector from reframework, but I could definetly tell that the combination of overlay and D2D using just one of it works perfectly, while using both isn't going to be working here at my end (after updating reframework, overlay and implementing D2D as well which I didn't had before)
REFramework garbage collector disposes memory of lua scripts. D2D is a plugin, written in C++ and probably has manual memory management. While it is a potential place for a memory leak, I don't think there is one.
I wonder if D2D is malfunctioning because of e-cores and p-cores in newer intel CPUs? Perhaps, it is utilizing e-cores? Hard to imagine it capping even a low performance e-core, but Microsoft did some adjustments to their APIs and scheduling to support those, so, perhaps, that's what breaks it?
What's your OS? Maybe win11 is the issue? I am running win10.
I'm on a RX 6950 XT and R7 5800X3D and can confirm REFramework Direct2D is indeed problematic, not only I lose performance for no reason but REFramework always crashes on exit with it.
Without REFramework Direct2D is all smooth sailing, so I seriously doubt this is a specific build problem, and more of a REFramework Direct2D problem.
Is extremely easy to see the crash logs on game folder that REFramework creates on exit (there no popups nor anything as game closes normally), which point at REFramework Direct2D.
I'm just grateful that REFramework Direct2D is optional for this mod, but we should seriously be looking for alternatives, or REFramework Direct2D needs to be properly updated.
An alternative or an update to Direct2D would be great indeed. Unfortunately, it requires C/C++ and Direct2D API knowledge, which I do not have. So we have to rely on what's available to us :c
https://github.com/praydog/REFramework/issues/457 discusses imgui aka the reframework menu (this), the mod already uses what is described there.
On-screen text (this) is not handled by imgui, and doesn't support Unicode. Besides, Unicode is not the only reason I am using Direct2D.
The Bug is major freeze's in multiplayer till connection-error 230-87 occurs after 15 sec freeze or so.
The requirements say that reframework-d2d is required, but I removed it and it still works but now without crashes and/or freezes
nothing more to say... but took me a day to figure that out..