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shadoweagle5219's avatar
11 hours ago

Dear Dev Team, A list of items that need fixing & how to fix them (PC)

Hello EA Team. I am writing this message directly to you in regards to your latest Beta release, Skate. Unfortunatley, after you released the latest update it seems that the game has a memory overflow issue, it misappropriates the amount of VRAM that should be dedicated to the GPU and will blatently fight Windows 10's built in memory management. I can tell this to be the case because I can watch it overflow in real time while XeSS fills in the gaps (XeSS doesn't run based on the engine since is generating resolution). Sometimes the game crashes in 5 seconds after the world loads, sometimes it crashes in 2 minutes. Could a corrupt/bad asset with the wrong parameters be causing a memory leak or is the engine drawing too much for it to handle? What about offloading a cache for larger textures that can be pulled from an SSD or offloading textures alone or downscaling the high memory model? Does your Beta program not allow you to check for memory leaks or have a console command for checking the debug log in real time?

I fear there are a multitutde of bugs that immediately need your attention in order to make this game even remotely playable. Let me list a few and a couple possible solutions in order to help you fix them.

1 (Rip Score Glitch) : The Rip Store Glitch is a repeating command after obtaining an item. It will always alert you of a level up and congratulations. To fix this, you should implement a script that runs on a NOR based statment.

(check truelvlcount) box-win (state 1). box-win-lvlconf (check postlvlcount) (state 1)

truelvlcount = X

postlvlcount = Y

norstatus = 1 

This gives the game a chance to check if the user levels up before and after opening the box as per the order of commands

if false (1,0 for funsies because its late)

(check truelvlcount) box-win (state 1). box-win-lvlconf (check postlvlcount) (state 0)

truelvlcount = X

postlvlcount = X

norstatus = 0

This gets rid of any possibility for a memory leak because after norstatus = 0 or 1 is selected you close the loop with an end statment or run the closing animation sequence.

2 (Texture lag in and loading speeds) : Load in all the assets into memory before hand for a given area and have a radius and lower distance to disable textures and poly mapping entirely. Have the distance setting from viewing angle be wide enough for the camera angle to not show stutter or make the game uncanny. You dont want it looking like a mid 2000s mess. The code can be something along the lines of 

char 1000x1000 safe <safezone>

(true) zone X, (coorx coory coorz) <the coordinate variables with no values inserted for the variable placeholder>

This allows the safe zone to be dynamically switched and can be multiplied for different zones that intelap. This is a basic function.

I am too tired to write this one, but basically, have a meter distance from sight that unloads everything. when a player looks in a direction you can dynamically set the optimization threshold for things like texture resolution, poly count, and shadow style on the fly. Have it be quick enough to load things before a user moves at up to 300hz. Also! Make sure textures that need to be loaded are put into a SSD. Only tell users to enable if SSD or Optane is enabled! 

3 (vram crash) : Hire someone to sit there and study every GPU made in the last 10 years and make them very familiar with HARDWARE. Laptop GPU's, Desktop GPU's and integrated ones.

All in all I understand that this is a Beta release, but dev team, please, for the love of this franchise and game. Please take my advice and if your dev team cant do it, Hire me so I can finish it in a week. Thanks.

 

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