Darkimmortal

Darkimmortal



08 Oct

Comment

Originally posted by tommybradleykk

Paying for premier club, can't play game - its a good time. Literally if this was any other company they would have just reverted the OS update and fixed it.

The update fixed a major startup crash on Catalina. Lots of players have worked around the issue on High Sierra by updating to Catalina. Reverting the update and therefore re-breaking Catalina is not a particularly attractive option. We are still working to fix the issue


07 Oct

Comment

Originally posted by Darkimmortal

That is the first I have heard of #2, added it to my list to investigate, thanks for raising!

/u/1ryb I tried to reproduce this but am unable to. I am switching to/from fullscreen RS using a 4 finger swipe - keyboard input switches immediately and the first click applies correctly. This is on Catalina. Are you doing something different to trigger it?


06 Oct

Comment

That is the first I have heard of #2, added it to my list to investigate, thanks for raising!


05 Oct

Comment

Originally posted by RorySykes

I'm disappointed this didn't include the client getting notarized by Apple. While an app isn't notarized macOS 10.14.5 and above stops it from launching by default. So, many players can't play RuneScape on their Mac at all, until someone tells them how to override this security measure.

So, ""RuneScape" cannot be opened because Apple cannot check it for malicious software." pops up when you open RuneScape, right?

Simply right-click RuneScape in Finder and select "Open", then select "Open" on the confirmation popup.

After that RuneScape will open normally...

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This is in the backlog to be looked at in the near future. I agree on the importance of it


28 Sep

Comment

Originally posted by RSN_Quavelen

From what you described, it sounds like multi-threaded rendering will resolve a lot of people's performance issues.

However, it does seem my intention with this reddit post was lost. I was asking if the 'recommended' specs section on Steam could be populated with hardware relevant to the current demand in max settings. Or at the very least, the ultra preset.

I ask this, because the specs listed under 'minimum' certainly cannot hope to play in anything beyond minimum with acceptable fps. It's going to confuse, and upset new players who join from steam, thinking their potato can run the game with the advertised visuals.

The quoted min specs definitely can play at decent settings (medium ish, towards high with dedicated GPU). The specs that can do no more than min settings are a few generations older than quoted.

The settings in RuneScape are non linear - requirements for ultra are significantly higher than medium for example. You can’t predict how it performs on the quoted hardware by extrapolating how it performs on a top end PC.

Comment

Originally posted by RSN_Quavelen

Rs3 has a hardware demand higher than any modern AAA game, despite not looking visually better than something mediocre from 2008. Even the devs have commented on why this is the case, saying, word for word quote in regards to the settings:

"It's worth noting that some of the settings we expose are higher from a 'brute force' perspective compared to what other games call 'ultra'. I'm not saying we aren't optimised, I'm saying we give you enough rope to hang yourself."

Proof: https://old.reddit.com/r/runescape/comments/7sc33o/a_few_things_for_any_lurking_nxt_devs/dt44r5u/?context=3

In max settings, it uses nearly 67% of my 2080 Ti, with Pretty inconsistent performance: https://cdn.discordapp.com/attachments/654401717...

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Aside from the inconsistent performance, that seems pretty good actually, considering scene/settings/resolution - our max settings are placebo/insane by any game's standards

For comparison sake, I loaded up the same scene with and without the new threaded rendering system (coming soon(tm)). Without threaded rendering I see 75-80% gpu load at max settings (on a 2080 super, so higher load to be expected) and a CPU bottleneck. With threaded rendering I am getting >95%/max GPU usage, some CPU headroom (neither thread maxxed out, ie no bottleneck), and an increase in FPS. Without promising anything, it seems possible threaded rendering could see you hit max GPU usage in that scene (if uncapped fps limit), with a proportional increase in FPS and an improvement in FPS stability due to less/no CPU bottleneck

Comment

Originally posted by RSN_Quavelen

I recall Mod Dark commenting on that, yeah.

He mentioned that it might be a few months off, and would be Windows only at first. It'll mean my Ryzen 9 3900x can be taken proper advantage of.

That said, it's still not maxing a single core; I've only seen a peak of around 20% on one core, which means it's not being limited by single-threaded rendering for me.

Edit - here: https://cdn.discordapp.com/attachments/689215119498018883/760151690065739776/unknown.png

This is still probably hitting a single core bottleneck - Windows continually moves a single thread load between cores for reasons such as thermals, so the task manager graphs can be misleading


26 Sep

Comment

Originally posted by RorySykes

Hopefully this will be fixed in the batch of macOS improvements coming "soon". /u/Darkimmortal said "Probably another month or so" 28 days ago.

These Mac fixes are now due in the next client update, which is about 2 weeks away (give or take)

Hopefully it fixes the freezing issue described in the OP. I’ve not come across anything like that before or after the fixes. I am fairly sure it will fix the crash if you spam click during the freezing.


23 Sep


20 Sep

Comment

A hard restart like that is very likely to be a hardware issue


16 Sep

Comment

Originally posted by gameslayer9999

Alright but that wouldn't be the case if I don't have a capped framerate, which you would of seen set in my original screenshot of my settings and in my full desktop screenshot you can see the framerate counter showing 97 fps and would go higher

https://i.imgur.com/ehcgEnO.png

There is stutters and frame drops when loading new areas or while walking around and in general not as good frame rates as it would be on Windows which defaults to vsync off which I can't select because it's greyed out to adaptive. Even other players have been reporting this and it's been a issue since day one and would love it to be fixed and have more love/fair treatment for the Linux users. :)

Right, seems there are some crossed wires here, if your framerate is not limited to 60, your problem is unrelated to vsync, whether adaptive or not. Ignore the UI for vsync, the fact it is showing Adaptive is meaningless, if you are getting >90 fps then vsync is off.

Stuttering/frame drops while moving around are due to graphics resource management (uploads of textures, models, shaders, etc). We have a variety of approaches to try and reduce the impact of this, but currently on Linux we take a basic approach. (Basic does not necessarily mean worse/slower, it depends on the driver.) Some changes to bring graphics resource management on par with other platforms are coming alongside threaded rendering support for Linux, but this is quite a while away. Linux will be among the last platforms to receive this, and there may be some unforeseen blocker that prevents it entirely so take this with a pinch of salt.

A lot of this is down to graphics drivers. It is possible that ...

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Comment

Originally posted by Xemnes

right ok, but my point was that when the right hand side is not on the notch side, its still offset as if there was a notch like op is showing.

Yes thats what I'm referring to, when landscape both the left and right side are treated as having a notch by Apple's safe insets API

Comment

Originally posted by Xemnes

its happening on ios too, makes sense when the notch is on that side, but change orientation and its still offset. the other side adjusts correctly, just not that side. so i wonder if its a notch detection issue.

That's an iOS thing, the system reports a notch-sized safe area inset on both sides when the phone is landscape. We have to respect the reported safe area - it is Apple's choice to have it behave this way.

Comment

Originally posted by gameslayer9999

Hmm if that is so why is it stuck on adaptive sync and I can't just choose vsync or unlocked like on Windows? if it isn't supported than it would just be better if it was either updated to support the option on Linux or just removed it and remove this restriction because it causes framerate issues and be able to pick vsync or unlocked as the only option.

Screenshot here:

https://i.imgur.com/iJfuVWZ.png

It is not necessarily stuck on adaptive, this is a UI bug that just shows the first option in the list when the option is unavailable.

The vsync setting on linux is only available to be changed if the extension GLX_EXT_swap_control is available. Without that GL extension, we make no attempt to set any vsync state, so it is up to your system what vsync mode it is in by defaut. Probably vsync is just stuck 'on' as a result


15 Sep

Comment

It is definitely not forced to adaptive vsync on Linux


28 Aug

Comment

Originally posted by MeteorologyMan

Gonna throw this out there and say I experienced crashes on a regular basis using Mojave. I've recently (2 weeks ago) upgraded to Catalina and experience a similar rate of crashes.

Yea there were a few things that could possibly crash any version of macOS. If you were particularly unlucky with hardware, other software and certain interactions you could probably trigger them quite reliably.

However the Catalina issues are on a whole different level, Apple removed some protection in the interests of performance, and it has broken many applications that did not do things precisely as Apple intended. Many open source projects were/are affected too by the changes in Catalina.

The primary issue I am referring to is the Catalina startup crash where approx 50-75% of game starts result in a crash before reaching the login screen. However this is not the only issue with Catalina.

Comment

Originally posted by SuperSpeedyCrazyCow

Can soon be like tomorrow? This is still a huge problem

Probably another month or so. It is not seen as a serious issue as most of us are not yet running Catalina, and previous macOS versions are unaffected


13 Aug

Comment

Originally posted by Knehcs

The client crashes 100% of the time on startup and has for months now. I have cleared my cache, deleted everything from my SSD with Jagex and RuneScape in the filename, and reinstalled multiple times all with no luck.

Here's a Pastebin of the crash log.

Countless other users seem to have the same problem on the official forums:

https://secure.runescape.com/m=forum/forums?409,410,973,66168890,goto,1

https://secure.runescape.com/m=forum/forums?409,410,425,66168413

https://secure.runescape.com/m=forum/forums?409,410,749,66171272

https://secure.runescape.com/m=forum/forums?409,410,...

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This is fixed as part of a batch of macOS improvements coming soon


30 Jul

Comment

This is in the backlog to be looked at, it's a leftover result of supporting Windows XP, lots of older games/applications using the same audio library exhibit either crashes or not switching at all

You might avoid the crashes by matching the output sample rates of the devices you are switching between (in windows sound control panel), and/or by unfocusing the Runescape window before changing device. Latter especially for the people who get no crash and no change


23 Jul

Comment

What device?