Dead Space 3 Resolution Fix

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David

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Aug 5, 2024, 12:47:20 PM8/5/24
to bankreveper
HelloI really love this game but am unable to solve this problem. I have a 27 inches monitor with native 1920x1080 resolution but I can run many games at 2560x1440 with Nvidia GeForce RTX 3070 (running Dead space remake with this resolution with no problems). In ONI I can select 2560x1440 in the settings and press "Apply" but it resets every time. Is there any solution to this problem?

Make the Workspace font bigger. These instructions are for the Chrome browser. If there is interest in other browsers let me know. The problem I was having is with students at home have a very low resolution monitor compared to mine. I looked and...


Other people are asking for more screen space, I'm asking for the option to have LESS! (and expand to fill the monitor) Why? It can make better use of the Pico-8 map space and improve the level design of your game!


This is more in line with the mentality of Pico-8, cut back the game to the core elements. The game is actually better for it - it's more compact, more challenging, more straight to the point, and no dead-space. I don't want to show it here yet because I want to keep it a surprise till there's something decent to show :)


Yeah the former would make the most sense. And yes I imagine clip is for things like having a gameplay area while you have a HUD area outside of that which you only change when you need to, like the old Dungeon crawler games.


Yeah, that's exactly the sort of thing clip is for. Or not drawing characters over the status bars - you see that all the time in Game Boy fighting games. ... If you're crazy enough to play Game Boy fighting games anyway. Though they might actually be a good study for pico-8 devs, they had color restrictions arguably harsher than we do and used it well: -the-super-game-boy-introduction


The site is secure.

The ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.


Background: Chronic osteomyelitis is a challenging condition to treat and although no exact treatment guidelines exist, the surgical management strategy includes wide resection of necrotic and infected bone followed by dead space management. This study evaluates the use of bioactive glass as a single-stage procedure for dead space management following surgical debridement.


Methods: A consecutive series of 24 patients with Cierny-Mader type 3 osteomyelitis, treated between March 2016 and June 2018, were identified and evaluated retrospectively. Patients were managed with bioactive glass as dead space management following surgical debridement.


Results: Of the patients who completed more than 12 months follow-up, all fourteen (100%) showed complete resolution of symptoms. Of the remaining ten patients with less than 12 months follow-up, eight had complete resolution of symptoms. Therefore, a preliminary result of 22 out of 24 patients (91.65%) had resolution of symptoms following debridement and dead space management with bioactive glass. One patient experienced a complication related to the use of bioactive glass. This manifested as prolonged serous wound drainage that resolved with local wound care.


I don't know what causes the performance degradation in the game, but it seems to happen after 20-30 minutes. Closing the game and launching it again solves the problem, but after 20 to 30 minutes, the performance is severely degraded. In particular, the drop in frame rate on glass or in a large space slows down to the point where you can't play the game, so please check and fix it.


A: This is not a problem with English, but an error that appears when using more than 12 gigabytes of memory when the game graphics option is set to ultra. The resolution is 1440p, and even at 1080p, a memory error may occur in the middle option.


3. I understand that the main issue is the low performance in the game, however, I also see that there is a crash with an error message, are there specific steps to trigger this issue? Or, Is it a random issue?


A: From what I've checked, Intel Arc uses a lot of graphics memory in Direct 12 compared to Nvidia or Radeon. 1.5 times to 2 times Aside from this problem, if you use more than 10 to 12 gigabytes of memory in other games, a memory-related error will appear immediately. It's a limited edition of 16GB, but it's a problem that you can't use more than 12GB of memory. Other people on this forum are having the same problem as me. He's playing the Battlefield game.


Thank you for the information provided. In regards to question number two, what I mean is that we need the screenshots or video of the graphics settings that you are using in English so in case that we need to replicate this issue we can do it in the same conditions as you. I know you provided a video from Youtube, however, we need the screenshots or video from your system.


In regards to the logs from the Intel System Support Utility, I understand that you don't want to attach the log in a public forum, so I will send a private email to the email l address registered to your profile so you can attach the log file.


There is no way to change the graphics settings in the game because it automatically changes the language.

I think you should set it exactly as it is on the screen.

All graphics are set to ultra and I set it to ray tracing called RTAO


Thank you for all the details you provided. Before we further review this issue, I want to let you know that there is a newer driver version that recently came out. Please download the driver version 30.0.101.4091 and install it through a clean installation. Let us know if there is any change in behavior.


I have exactly the same problem as DanSun. The latest driver namely 30.0.101.4091 didn't solve the issue, also there is a conversation about this in the intel insiders community discord channel, and I see a lot of people having the exact same issue, low framerates when smoke is rendered, or trasparent objects are seen in the frame.


We appreciate all the information you shared. We will continue researching this issue based on the details provided in this thread. Once I have an update or in case we need more information, I will post back.


I think I've found the cause of the problem.

My computer has 32 gigabytes of system memory, so I turned off the virtual memory so I didn't use it.

If there is no paging file, the Intel arc graphics card will not be able to use all the memory at 16gb and will only use 10-12gb and the game will force quit.


@DanSun, we appreciate all the information and feedback you shared on this thread. If you want to check the status later on you can reference the Bug Id 14018328545. Thank you for your understanding.


Intel does not verify all solutions, including but not limited to any file transfers that may appear in this community. Accordingly, Intel disclaims all express and implied warranties, including without limitation, the implied warranties of merchantability, fitness for a particular purpose, and non-infringement, as well as any warranty arising from course of performance, course of dealing, or usage in trade.


I have started Ignition University and I am about 3/4 through, but I am having an issue with Vision windows not displaying as I want them to when they are displayed In vision project runtime. I have a window docked to the top and another one docked to the left of the project. my issue is with the main screen. It always leaves a 1.5" column of dead space on the left edge of the screen, no matter which of several main screens I open. how can I use this Screen space?


On one screen I created 3 groups of objects that I built by inserting an image object into the Screen and then building on top of it. Each group is layered on top of one another. When I later deleted the image object, 2 of the grouped objects resized them selves so that the 3 are not overlapping well. I tried this several times and it happened each time.


This is normal for relative layout when maintaining aspect ratio. The vision designer is always in pixel-for-pixel mode, but each component can be set to occupy more screen real estate when a runtime window is resized or maximized. Scaling up until either width or height maxes out is the default. That naturally leaves empty space on either the sides or top+bottom. Choosing a width/height ratio close to the expected runtime ratio will minimize this.


pturmel and witman:

thank you for responding.

But remember, complete noob at Ignition (years of experience using Factorytalk View SE).

I just want to set-up to develop a screen with a size that looks the same when it is running.


Yes, layout constraints are on objects/groups/containers, not the window. As an example, here's a simple Vision window layout:



Overview is the window, and everything directly under Root Container is in anchored layout as shown. This causes the background and the 0, 2, & 10 containers (poor man's layers) to stretch to fill any screen size/shape. Within those containers, nearly everything is in default relative layout (there are occasional exceptions, like anchored layout to make a chart stretch to page width). This setup avoids any bars on sides/top/bottom of page on different aspect ratio screens as background is anchored to edges. The actual content that maintains aspect ratio won't necessarily fill the screen, but expands as far as it can within its aspect ratio.


I tried this in ignition. My first layer was building walls and I tried them 2 different ways on 2 different windows. For 1 I used rectangles for the walls with one dimension set to 8 pixels .

For the second window I used line segments with a line width of 2 to represent the walls.


In both windows I selected all wall objects and grouped them. I then went to convert to a container, but the selection was grayed out. In window 2 when I grouped the lines the group was created but it disappeared from the screen. I found that the new group had its X pos , y POS, width, & height all set to 0, and I cant reset it.

here are pics of this one:

window with 2 images on it (black background) and red lines for wall objects)

Plant_Overview_210218_1_of_31199624 218 KB

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