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Thanks for the log. It shows 38-45 fps in the open world and no shader or video memory problems; part of the loss comes from Alpha 4 turning off feedback loops on Polaris cards (they drew the pause menu wrong), which adds render target copies. We are looking at making that cheaper for Alpha 5. Please attach one more log from Alpha 4.1 in the same place started with SAVAGEWIND_VK_PROF=2, and tell us if starting the AppImage from a terminal prints any message about threads.
savagewind.log the place is the same but this time i got to the ground instead of staying in the tower so the even lower fps aint the command fault
Nothing about threads at all when starting it, btw can i turn feedback loops back on with terminal ?
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Revivedx commentedon Nov 1, 2026
Hi, please refer to #332.
NOOBTW00 commentedon Nov 1, 2026
Aight sorry, tought that It wouldn't fit since its not an issue that was ever happening but a degradation
Revivedx commentedon Nov 1, 2026
Thanks for the log. It shows 38-45 fps in the open world and no shader or video memory problems; part of the loss comes from Alpha 4 turning off feedback loops on Polaris cards (they drew the pause menu wrong), which adds render target copies. We are looking at making that cheaper for Alpha 5. Please attach one more log from Alpha 4.1 in the same place started with
SAVAGEWIND_VK_PROF=2, and tell us if starting the AppImage from a terminal prints any message about threads.NOOBTW00 commentedon Nov 1, 2026
savagewind.log the place is the same but this time i got to the ground instead of staying in the tower so the even lower fps aint the command fault
Nothing about threads at all when starting it, btw can i turn feedback loops back on with terminal ?
NOOBTW00 commentedon Nov 1, 2026
NVM i figured it out lol, starting with SAVAGEWIND_VK_FEEDBACK_LOOP=1 my fps jumped from 24 on the ground to 90
savagewind.log sorry about the edits, i was having trouble getting the log to work with the command