We have optimized the game to only use 5-6.5 GB ram at most! The game is now crash free and freeze free.
However, there are still a few players who mentioned the game crashed to them. One of them came in our Discord and we investigated the crash.dmp file. The crash breakpoint was this: ERROR_CODE: (NTSTATUS) 0x80000003 - {EXCEPTION} Breakpoint A breakpoint has been reached.
Those crashes and any other crash that may occur to you IS NOT game related but your system related. Can variate from GPU drivers not being up to date to Page file not being big enough.
For the guy that came in our Discord and reported the crash it was the Page file being set to only 5gb, and he not having enough space in C partition.
So if you encounter a crash please make sure your GPU drivers are up to date and you have a big enough system page file.
To increase page file size do the following:
Open startbar>type SystemPropertiesAdvanced>go to advanced>performance>click settings>go to advanced>total paging file size for all drives>Change>Increase this value. (SS here: https://gyazo.com/b046fbb693d9009e3eadb84812229861 )
I for example have the page file size to 22GB, the guy who crashed had it at 5gb, and that wasn't enough. After he increased it to 18 GB the game managed to run successfully! We are not 100% sure what's the low limit to this file, it should run with less than 18GB too, but we haven't tested. But what's certain is that 5GB page file size is not enough! So make room in your C partition and increase the page file size.
Thank you for your understanding and have a great day!! And have fun in-game now that you've fixed the crashing :D
Open Mod v1.127 [8-Jun-23]
-quick hotfix to the new map not having the spawn barriers enabled when players would spawn in non respawning game modes -fixed an issue on the M4 where if you dumped all the bullets from all the mags, then performed a mag check, you would be still able to see bullets in the mag, even though you shouldn't have any -made the region player count debug texts not appear anymore when you are in pause menu
Open Mod v1.126 [7-Jun-23]
-added a new map set in an industrial environment. It is a pretty big map and it gives Tarkov vibes. The map comes with 2 variants as some of the others, day and night. Lighting is on point, performance might not be as good as to other maps since it’s bigger and it has more textures and draw calls. This new map is work in progress and it is not final 100%, we placed over 400 vaulting mechanic triggers but some more are needed, so you may not be able to climb/vault over every object. We will continue to improve it in the meantime. If you notice any bugs in the map such as objects that should be penetrable by bullets and they are not, or similar issues, or you have any suggestions about it please let us know in our Discord (dsc.gg/openmod) -because we’ve added a new map we had to push multiplayer version up, this means that players who updated the game will not see servers or lobbies created by players who did not update the game, and the other way around. We did this because otherwise the game would throw errors for the players who did not have the map, if someone created a server/lobby. -since we believe crashes are gone we’ve added back DLSS support. FSR2 support is under investigation as it produces a weird jitter. But soon it will come back -added support for Screen Space Global Illumination. This will enhance the lighting by by adding dynamic indirect lighting to objects within the screen view. It looks good combined with our lighting but note it has a serious performance impact. It also works great combined with Screen Space Reflections set on Ultra. So if you have a good system you definitely shouldn't miss on this. By default it is off. You can turn it on from Settings>Graphics>Reflections and lighting>SSGI -fixed an issue where the on barrel attachments would be slightly mispositioned on M9 spec handgun -fixed an issue where sometimes if you looked at another player, and they would have a secondary weapon in hands, the sight attachments from that gun would look hanging in air -added a total player count in all regions system. This wasn’t too easy to do in case you were wondering why this havent been done before, because in order to check player count in a master server you’d have to be connected to it. Basically now we created a server build client and hosted it on our server, which connects to each region every one second, retrieving player count, and then adding them up. We can now also display total numbers of players in each region, without you having to connect to it.
Open Mod v1.125 [6-Jun-23]
-quick hotfix to a big issue which caused servers and lobbies to not be updated properly if switched regions. Basically if you were on EU and then switch to US, you would still see the entries what were in EU, but if you clicked GO it wouldn't work, because those rooms did not exist in US
Open Mod v1.123 [5-Jun-23]
-CRASHES SHOULD NOW BE GONE! Well if you have about 6GB Ram for the game free, the game should not crash now, under any circumstances. It turns out a HUGE amount of ram was going to Unity's OpenXR package, and Oculus's Unity package, when launching the game, and causing those crashes. This game will come to VR, we've started porting it for VR 1 month prior to the PC standalone release. We've had OpenXR package and Oculus VR package in this project, and even if they were not turned on, XR wouldnt initialize at startup and would be completely disabled, some of their scripts would still compile when loading the game for the first time, some OpenXR scripts from Unity would even error on startup. Even with Xsolla's huge JSON parsing times, now the game should be 100% stable even on systems that run it with 8gb ram. We of course cannot guarantee this will work on grandma's PC but it is now stable for less than medium end systems and crashes should be gone. There should also be no crashes when moving sliders or changing settings, after a second thought we have a suspicion that moving a slider would cause the game to crash because those sliders and basically any GUI canvas would have the VR graphics raycaster script on it, so that you could also move it with a VR controller. -fixed a big issue which caused the thermal scopes to not render the players sometimes -fixed an issue on player model "John" which made him look headless when looking at him through thermal scopes -fixed a shader error in Customize menu, after removing the VR packages -since we believe crashes are now gone, we unlocked the Quality Preset option from Settings>Graphics -additional slight optimization work -swapped the spawns between teams on Sandfire and slightly moved back the new terro spawns because in the old setup the terrorists would be closer to the plant sites than the military, and would be too hard to defend. For this reason we had to change the multiplayer version, which means that players who did not update the game will not see servers created in the updated version and the other way around. This had to be done to avoid chaos. -completely revamped all insides of all sight attachments, since we had the tech but they still didn't look as we wanted them to look, now they look as real as you could get -along with the scope revamp we added an increased and sexy weapon sway when aiming, this is not only looking and feeling pretty cool but it also highlights the realistic scope shaders we've got -changed HAMR scope reticle with a real life one
Open Mod v1.122 [4-Jun-23]
-increased the damage to all snipers due to feedback -fixed a big issue that caused spectating to not start, and the camera to be in its default position, if some of the attachments would be selected, such as the slim suppressor for example. If you still notice it happening please report a bug in our Discord -fixed a big issue where reloads could be canceled if switched weapons and switching back to the weapon that was supposed to reload. It didn’t happen all the time but it was possible -fixed an issue where the videos of animations (in the animation inventory and animation stores) and the explaining videos from some settings (such as the video from Settings>Gameplay>Minimap icon size) would not show for some people. It turned out to be a video encoding problem for some players. It should not happen anymore but if you notice it please report a bug in our Discord -fixed an issue where if you pressed esc to go to menu, while being flashbanged, you would get to peek through it, as in you would not appear as being flashbanged when the menu was opened
Open Mod v1.121 [4-Jun-23]
-finally found and fixed the login issue where some players experienced the login loading circles spinning endlessly. This was happening to players who had their windows in a different language. The explaination is something we would've never expected, turns out Xsolla took the headers called “login” and “store” from lowercase letters and turn them to uppercase letters, but guess what, turning those words to uppercase was done in the windows language, so "login" to uppercase in turkish for example would be "LOGIN" with a different i, which is an invalid character, therefore for some languages that have different characters than english the webrequest would get stuck due to invalid characters. Pretty crazy but now it’s fixed! -added a warning message at resolution setting, notifying the player that they can switch between windowed and full screen at any time, using windows default bind for this action, which is ALT+ENTER. This doesn’t seem to be a widely known information and we received some bad reviews because some users wouldn’t know the game can switch between those and that we allow windowed too, and any resizing. -added support for 3 new master servers (Settings>Region): USA South central, Turkey and South Africa
New important announcement regarding 99% GPU usage on older video cards
Hi there, after more claims of being bitcoin miners from players who own low and medium end video cards, we come with this announcement that includes many other games as examples.
Escape from Tarkov, made in unity, running on an 1060 6GB: https://www.youtube.com/watch?v=iJGlQ6tCDOE
As you can see the GPU is at 99% at all times even on lowest settings, but nobody suspects them for being a miner. Our game is set on ultra by default. Also our game brings more than 80 fps, unlike the video of tarkov (on ultra).
Rust on a 1060 6gb, 99% GPU: https://www.youtube.com/watch?v=-w6ldxjQUTI
Apex legends on a 1060 6gb 90% + (unfair comparison, this game doesnt even use unity, but indeed has a lot more going on): https://www.youtube.com/watch?v=XYXFmgLCfGU
Sons of the forest, made in Unity, 100% gpu: https://www.youtube.com/watch?v=2OpFShTedas
R6 Siege, 1060 6gb, 99%: https://www.youtube.com/watch?v=4BM5BXM2KWE (unfair comparison, this game is not made in unity and it's made by a huge developer with in-house engine, still draws 99% of a medium end card)
Point is 1060 6gb is a medium end card and it running on 99% on new games doesn't make those games miners. It is just how it is, and it is not harmful for the gpu, as long as the temps are monitored and it cools well.
Expecting a new game to just not take your GPU power is a fantasy, especially a medium end card 10 generations behind.
Please do not compare performance in our game with GTA5 for example. Rockstar are optimization gods and we could never compete with that. The games presented above cannot compete with that neither, and some are made by AAA studios with millions in budget.
Moreover, please do not compare performance in our game with Valorant or CS:GO, those games don't have as much going on and they are not made in Unity. However, they do draw 60% + on a 1060 6GB. (edit: Counter Strike 2, 1060 6GB, 95%+ : https://www.youtube.com/watch?v=07DrmsmQ3-8 )
Also, we like to remind new people whom may see this announcement that we have another very important announcement regarding system resource usage and crashes, it's on this page: https://store.steampowered.com/news/app/1591680/view/3669919470492222656
Please read that too.
Have a great day and we hope you can now be reasonable after being presented with facts.
Open Mod v1.120 [2-Jun-23]
-added a debug text when authenticating to help us find the log in loading circle endlessly cause -reduced RAM load while loading by 10-15% with the downside of 5-15 extra seconds for loading -locked the Quality preset setting temporarily since it causes crashes on some systems. We are investigating the issue
Open Mod v1.119 [1-Jun-23]
-fixed a huge annoying issue which caused the game to give you the message “The nickname is already in use”. Apparently Xsolla’s username check didn’t check if the exact same username that you’ve picked exists, but if there are similar usernames. E.g. if you picked “John” and there were another user named Johnny or Joh, then Xsolla would say John is in use. Now it’s fixed and we apologise for this very annoying issue that perhaps turned you off right when starting the game -fixed an issue on Dust maps where the bomb sites were mispositioned, one even being under the map -swapped A and B bomb sites on Dust maps to match CS:GO, to avoid confusion -fixed an issue with Pulsar scope reticle being blurry -fixed an issue where the sights would be mispositioned for the M4 when in left handed mode -fixed an issue where we’ve basically forgot the reference glock grip model on, so there were 2 glock grips overlapping, and one of them would be slightly mispositioned -fixed an issue where the lasers would be mispositioned for the long extension handguard -fixed an issue where there would be wrong charms displaying on AB-10 weapon -fixed an issue where the grenade explosion camera shake would huge -fixed an issue where grenades would not kill the player if the player turned his back on them. This behaviour was designed for flash grenades since if you are not looking at them they should not flash you in real life. But we forgot to disable this behaviour for the lethal grenades -fixed an issue where if you would’ve thrown a grenade up it would hit a player collider and break the direction it was heading -fixed a layer issue on Abandoned strip map where if you would’ve throwed a grenade above the hangars the grenades would hit an invisible collider that was made to prevent players from climbing on top of the hangars -fixed an issue where the GO button for Solo search couldn’t be pressed again. That was because we’ve put the new text on top of it, so basically the text was blocking the button to be pressed -fixed an isshe where the reticle of the hybrid eotech would not show for hybrid eotech non-dual render -fixed an issue where the muzzle flash light would sometimes remain activated when the player would spawn -added a highlight to the weapon customization button because we've noticed that many players don't see it -fixed an issue with reload empty not starting always after finishing the bullets in your mag -fixed an issue where players could push each other. It is not final but up for more testing and polishing