Spare slot(s): Whilst exploring, you will likely find new wands you want to grab.You might always keep your: Primary damage in position #1, teleport in #2, digging in #3, and storage in #4. Place wands in predictable spots on your hotbar to allow for quick use. Wand-ordering: Remember to swap the positions of your wands around by dragging and dropping. You will also be given different loadouts if you start with the official class mod enabled. The Daily Run game mode may change the contents of either of both wands such as turning the bomb wand into a Fireball wand. As of version 1.0, the wands are the same but have a random selection from a small pool of spells, as well as some slight variance in their stats. Only the Noita developers really know.When you start in New Game mode in Noita, you are given two wands. Regarding STREAMING_CHUNK_TARGET, i assume it has something to do with the amount of chunks/tiles that are generated/loaded simultaneously.Īnd mTrailerMode seems to cause chunks to be recalculated/refreshed every (few) frame(s), but similar to STREAMING_CHUNK_TARGET it's pure speculation and not tested thoroughly. That shouldn't be a problem on your machine either. Just as a sidenote, saving of the screenshots uses a hardcoded amount of 4 worker threads. If you create a map the next time, you can experiment with those. There are some more in the in magic_numbers.xml: In that case it could be that some of the worker threads don't get a tile ready in time, but i have no idea how it really works inside.Īs i wrote in discord, you can try to disable some multithreading related settings, as in set single_threaded_loading="1" inside of your config.xml. Perhaps Noita has some "problem" with that many cores, as in that it creates many worker threads, but the limiting factor is the IO or RAM throughput. In that case the game will run slower, but the world tiles get loaded after some ingame frames anyway. Normally 100% CPU load shouldn't be a problem, atleast here. It's strange that Noita behaves so different on your side, your machine is definitely not too slow. Pausing the game to let it finish generating until the CPU is back to normal helps a small amount but requires continuous monitoring of the process and doesn't give you back the already lost frames. Sometimes the game doesn't keep up generating anything when the CPU load is 100%, but the capture process still continues. It jumps between 50% and 80% Load ( Its just 10% because I paused the game to take a screenshot) I'm not sure why but as the result of this I think it has something to do with the capturing process itself.ītw, my taskmanager while capturing a full map: But just in the moment the capture started, some portion of the game window got blacked out, resulting in those weird rectangular holes on the full map. The game window was fully filled and generated after moving the view to the desired coordinates. I had a weird result when I tried 60 fps with a CAPTURE_DELAY of 60 and mTrailerMode disabled.
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