New "UI-Only" toggle option now on Singularity

Another QOL feature… When right clicking in space to warp to bookmarks, if you right click on a hidden structure you cant get to your bookmarks, and since you cant see the model you are clikcing around trying to find open space to get access.

The quickest way to get around it is to zoom all the way out to make sure the hidden model is at its smallest.

YESYESYESYESYESYESYESYES, YES

On a not quite related thing with regards to making fleet fights with thousands of pilots better, what’s the situation with the Aether Wars / Hadeon thing?

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Or any fight on the sun.

Seriously, those things are really bright. This is most welcome!

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I’ll brb, need a tissue.

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Nope.
While it is possible from technical point of view, it would break EULA in the part of user input automatization (sending keystroke to an app, ugh - that’s a very short road to the dark side).

So I won’t implement this as a feature unless explicitly allowed by CCP (which won’t happen for obvious reasons)

I can’t put into words how amazing this is.

Primary goal of improving performance aside, this feature brings a great visual look to the client. Very clean, minimal, and task focused.

Feature request: Can we do colour schemes? I’d like this look please 397489324_38afa37fdd

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Ugh, what a terrible way to play the game. I imagine nullsec F1 drones will be instructed to use it in huge fleet fights to improve performance, whether they want it or not. Everything to win, at the cost of playing a game that looks as if it’s 1985. Fortunately I don’t participate in those overly large battles, and have a fast computer, so definitely never going to use this.

I nominate this for the most useless post in the entire thread.

In other news, I think this is fantastic. Will be able to fiddle with my market orders in the background without burning up my laptop’s GPU.

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Well, like I said upthread: for folks with light sensitivity, this will be a godsend, especially in Caldari space.

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Is there a way to remove the:

Ship exterior view is disabled
Press Ctrl-Shift-F9 to restore the view

Notice? I don’t see it in other people’s screenshots but it seems permanent on mine when 3d rendering is disabled.

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is this real!?!?!?! is it not april first!?

fantastic \o/

Now no 3d models, soon we will have to fax in to turn on our mwd lmao.

Oh man, this will be fantastic for massive fights and people with low-end PCs. I will confess that I think the message at the top is very in-your-face though - would it be possible to make it smaller, or have it go away after a few seconds?

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Do you use “interval immediate”?
Because I remember, when I used that on my old machine, the high fps of the station environment turned my graphics card to run wild…
With “interval one” it works fine.

Bascially, CPP, you could rename this “interval” thing, as it’s basically just VSYNC.

TLDR: Did not test under a variety of conditions, but it does appear that disabling 3D view will lower GPU utilization (Serg likely had interval immediate set). Monitoring failed to show any difference in GPU memory utilization (even when using a program that could distinguish between allocation and usage).

Okay, I did a little bit of testing with one client on a GTX 1060. Max settings meant all effects turned on, high texture quality, and all graphic content settings cranked up to high (including Anti-Aliasing). Only messed with in-game settings for min settings. Didn’t change any settings in the nVidia control panel. Values taken from latest MSI Afterburner with Riva Tuner Statistics Server (more on this in a moment). Was sitting on station undock. Did not test under various circumstances.

Okay, measuring video memory usage is a little tricky because games do things like request the maximum amount of video memory they might need, instead of just what they currently need. In fact, some games will request all available video memory (whether they need or not), which has led some people to the mistaken believe that they needed more. If you want to know more about this, you can check out this link. The short and skinny of it, however, is that GPU memory usage in windows 10 task manager can’t be trusted because it shows allocated video memory, and not actual video memory usage. The latest beta version of MSI afterburner, however, can apparently give a more accurate estimate.

How to set up MSI Afterburner and RTSS (mostly stolen from here)

Summary
  1. Install MSI Afterburner 4.6.3 Beta 2 Build 15840
  2. Enter the MSI Afterburner settings/properties menu
  3. Click the monitoring tab (should be 3rd from the left)
  4. Near the top and next to “Active Hardware Monitoring Graphs” click the “…”
  5. Click the Checkmark next to “GPU.dll”, and hit OK
  6. Scroll down the list until you see “GPU Dedicated Memory Usage”, “GPU Shared Memory Usage”, “GPU Dedicated Memory Usage \ Process”, “GPU Shared Memory Usage \ Process”
  7. Pick and choose what you want to be tracked using the checkmarks next to them. “GPU Dedicated Memory Usage \ Process” is the # that most closely reflects the # we find in FS2020 Developer Overlay and Special K (DXGI_Budget, except Unwinder uses D3DKMT api)
  8. Back in the main window, click the button that looks like a line graph on a computer screen. Note that the graph opened up really small for me. I only saw the red “x” to close the window, and had to click and drag the edge in order to expose the graphs.

Finally, do note that I could only see one sig fig when it came to GPU usage percentages -which is important when GPU usage is very low. For example, a difference between 3 and 4% GPU usage could be interpreted as a 25% reduction in usage. However, the actual values might be as small as 3.4% and 3.5%, which is a difference of only 2.9%. So, keep this in mind when looking at the data.

Okay, assuming I did everything correctly, here are my results:

image

It does appear that turning off 3D view will indeed lower GPU usage. The change is rather dramatic at max settings, but it is unclear exactly how big of a change we’re looking at with minimum settings. Perhaps I might try testing on my laptop later.

VRAM usage appears to be unaffected, which seems counter intuitive to me. Did I do something wrong, or is there another explanation. Perhaps someone who knows more can offer some insight.

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It’s perfectly intuitive, actually. There’s no reason to de-allocate all the stuff uploaded to the graphics card. As soon as you’d re-activate 3d view, the client would have to re-upload everything into VRAM. That’s a huge waste of time and power.

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That is consistent with how they always appear in-game, even with the graphics enabled.

Well, that probably explains what’s happening, but it is unfortunate that that is the way it works. I mean, some people might only leave it enabled for short enough periods of time to justify keeping everything in VRAM, but not everyone will.

But this is better than nothing, and I don’t expect CCP to spend a lot of dev time on something that probably won’t be used be a lot of people.