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realMod

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  1. What I did see on another local machine of mine was a 100% CPU load of 8 cores / 16 threads by DU - this has never happened before.

    edit: this is NOT using GFN - DU is running locally on this PC

     

    The GFN crashes did happen mostly in VR sessions around areas like "Gott mart" - my gut feeling is that the in game streaming of content could not cope.

  2. Hello @joaocordeiro

    no, I do not know the ressource usage of GFN - CMD+N will show the statistics of GFN, but more in terms of network and missed packets.

     

    I do know that my session on my regular PC 1 day before did not have such issues during 2 hours.

    own PC RAM usage: next to 32 GByte

     

    GFN will allocate a max of 3 CPU threads as seen in DUs setup dialog.

     

    The reason for me to try GFN is that my internet speed is kind of low - I did see a great improvement during loading times in VR sessions in GFN.

     

     

     

     

  3. Hey all,

     

    so there seems to be some kind of interest / ideas floating around.

     

    For me it is really about "seeing" the construct become alive step by step.

     

    One could also think of pausing the construction if elements are missing.

     

    And yes - it takes some time. Instead of having the construct instantly teleporting in using a blueprint.

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