I believe this would be more processor and memory intensive since it needs to upscale the image after loading.
It may be possible that vsync is forced on. In that case the FPS will be more stable.
Check that OpenGL 2.1+ drivers are installed.
I believe this would be more processor and memory intensive since it needs to upscale the image after loading.
It may be possible that vsync is forced on. In that case the FPS will be more stable.
Check that OpenGL 2.1+ drivers are installed.
I see. Thanks for the info. Will be playing with 1920 patch.
Well, I had a save.
I am at least sure that I was using multithread, and it was not using 50% of the cpu (Ryzen 7 3700X here). Will test more latter
And a general question about fps. I am playing with fps unlocked, using adaptive sync from ncp. Is it normal for the fps to fluctuate in normal gameplay, and just go to 60 in transition effects?
Hey so it's me again, I was able to get the game running on android so thank you! But I have one problem when testing the game using the 100% save file from the original thread, the movie option on the extra displays an error whenever I click on it (it works perfectly fine on windows). And it displays an error saying something went wrong but it doesn't crashes. I downloaded all the patches and made sure everything was copied and no file was missing when transferring from windows to android.
It's actually the same with Hollow Ataraxia. I downloaded Hollow Ataraxia from a youtube video I saw and the save file I also tested on windows, so I know it works. And the error is the music option on the extra menu, but this time when I click on it, it displays an error and automatically crashes KK2.
Here's the error they displayed:
(FSN Ultimate Edition)
****************************file/d/1Jky...w?usp=drivesdk
(Fate Hollow Ataraxia)
****************************file/d/1Jia...w?usp=drivesdk
Last edited by LonelyShadow; July 14th, 2022 at 12:53 AM.
Regarding the static-sdl thing, apologies but I didn't get to submitting the PR to SDL until just now, work hit me like a truck over the last week, sorry about that. PR into SDL is here: https://github.com/libsdl-org/SDL/pull/5915
Umm, the most recent patch of FSN RN Ultimate Edition is giving me Trojan Virus messages with the exes. should i be concerned
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like its saying that the exes are a "severe virus"
Windows Defender updated their virus definitions recently. It's currently causing issues and false flagging many applications. New FGO APKs, the MBTL injector, and seemingly FSN Ultimate Edition are being false flagged. If you're that worried scan something with https://www.virustotal.com/ 10~ results mean nothing, only worry if it's more than half.
what do I do to make it stop removing it
I don't know how the text box became like this when I updateed the "patch.xp3". Is there anyway to make to go back to normal?
OK well I added my whole TYPE-MOON folder into windows defender as an exclusion
Indeed it turns out it was more demanding. Furthermore it straight-up breaks scene transitions, so nevermind on that.
After farther testing, I've come to the conclusion that peak performance is indeed worse on WINE but, when performance is buckling under load, WINE does a better job of skipping frames more consistently, so I wouldn't be surprised if the 1% lows are better on WINE.
Also regarding performance, I have a minor request to replace the 15fps cap with 20fps and to additionally replace the 45fps cap with 40fps; the idea being that 20fps is much more tolerable and usable than 15fps while 40fps not only divides evenly into 120fps but, in terms of frame time (which is how we percieve framerate smoothness), 40fps is actually directly in the middle between 30fps and 60fps due to the way framerates increase exponentially rather than lineally (i.e. you go from 15 to 30 to 60 to 120, not 15 to 30 to 45 to 60).
...can I also request a 100fps cap as well?
Considering that both of the AMD GPUs I tested can run FAST Racing League (a graphically impressive polygonal-3D Wii game) through the OpenGL backend in v4.0+ of the Dolphin emulator on Windows which itself requires OpenGL 3.0 (and the E-350 was able to run even the recent 2022 5.0+ betas of Dolphin which requires even newer OpenGL versions of some variety), this is clearly not the issue on my AMD hardware...
However, this is almost certainly the issue for the Intel 965GMA since OpenGL support on Windows for these older DirectX 9/10-era Intel GPUs is woeful to say the least - it doesn't even support OpenGL 2.0! Needless to say, it's my impression that such things was a big reason why Google even created ANGLE back in the day because there was never going to be any hope for Intel's GPUs at the time to run WebGL natively without first converting it to Direct3D.
(I don't suppose there's any sort of hope for an ANGLE fallback or at least a software-renderer fallback for these older integrated Intel GPUs?)
HELP WANTED - Contact me if you know the original source of this song:
I don't think this is right hahahaha. UBW 5th day, in the forest.
Hi !
I downloaded Fate through another means because I was at the limit of my mega account.
I have a small problem, I can't launch the game and this message appears.
"Script exception raised, voice.xp3 is not XP3 archive or unsupported"
(The file is almost 3gb so I think it's the right one)
If you could help me it would be great! :d
Last edited by Skygrey; July 14th, 2022 at 09:26 AM. Reason: forgot to thank you
Has been reported and fixed and will be in the next minor update (v1.1.1)
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If you got it from somewhere else, I suppose it's a version containing the older patches. You'd still have to update it with the patches from Mega. (If you run into download limits, take note that you don't need all patches. You can get a running game just with `patch.xp3`, `patch_lang_english.xp3`plus maybe a high res patch like `patch_hd_1600.xp3` and `patch_h.xp3`for the naughty stuff. Those 4 together amount to 4 GiB download volume.
So I read the error of FSN Ultimate Edition and found out you need to provide the exception files along with an explanation. I already provided an explanation so here's the exception files.
I just wanted to confirm that the OPs not working on my old Intel 965GMA integrated graphics is indeed almost certainly related to Intel's woeful OpenGL support since running v1.1.0 through WINE in Linux on the very same hardware "just worked", presumably because the Intel mesa drivers on Linux are vastly superior to the Windows drivers (especially in terms of OpenGL support). Of course, the baseline performance was substantially worse in WINE whereby I basically had to run with "low" quality graphics for things to even be tolerable, so using WINE for older hardware isn't the greatest workaround...
Regardless, the aforementioned OP issues on AMD graphics still stands but nobody else with AMD graphics has chimed in even if just confirming if things work fine on newer AMD graphics and/or on newer versions of Windows.
EDIT: You know, I actually have two Radeon HD4670 GPUs laying around unused - assuming that the same issue occurs on the HD4000 series (which I can totally check for if you want) then, theoretically I could maybe even ship it to you to use for testing.
...though old, low-end AMD GPUs actually go for pretty cheap on ebay nowadays, like $15 bucks for the HD4670, HD5450, etc (I also have an HD5450 laying around I could also test with).
----------------------------------------------------------------
BTW I would also like to request the addition of frame cap values above 144 for use with ultra-high refresh displays (something I am a bit of a sucker for, especially paired with VRR which is where the cap makes the most sense vs traditional vsync), specifically 240, 480, 960 and 1000 fps caps (1000 being what blurbusters considers to generally be the "end game") at which point we shouldn't need to worry at all about if the cap can go high enough for newer, ultra-high refresh displays or not.
To be a bit blunt, we have an hd_3200 patch but we have a maximum framerate cap of a "mere" 144? I have a 20 year old monitor that could hit 150+Hz...albeit at like 640x480, but my point still stands that 144 is almost kind of like 1440p by now and is more of a "sweet spot" more-so than an "upper limit", so we might as well just "nip that in the bud" earlier rather than later before it actually becomes more of a limitation.
(and to clarify, the reason for both 960 and 1000 is because, much like 960GB vs true 1TB SSDs, it seems like both might end up being a thing so it's unwise to hedge your bets on just one or the other)
Last edited by NM64; July 14th, 2022 at 09:17 PM.
HELP WANTED - Contact me if you know the original source of this song:
@schism
You were posting a screenshot of the game running in a higher resolution than 800x600. So yeah, if you want things to look right, you need to update the respective HD patch of the resolution you're indending to use.
Hi, new here.
I'm trying to install the Vita version of Fate Realta Nua to my vita and I need some help... with basically everything. I tried to follow the instructions on the old thread and they only confused me.
So just assume I know nothing (because I don't) and explain what I must do baby step by baby step.