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Why is there a copy protection system in the graphics, and is it crippling the game?

STAR WARS: The Old Republic > English > General Discussion
Why is there a copy protection system in the graphics, and is it crippling the game?

McButter's Avatar


McButter
01.11.2012 , 01:54 PM | #581
Quote: Originally Posted by Bluebpy View Post


Bioware.. we are not console gamers, we aren't sheep. We are pc gamers. We are smart and will find problems and call you out on them....
NERD ANGRY! NERD RAGE! ARGHHHHHHH!

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Mannic's Avatar


Mannic
01.11.2012 , 01:54 PM | #582
So per SR the textures that we're seeing in cut-scenes now are the high-res textures?

They're "high-res?"

Really Bioware?

Really?

Tiron_Raptor's Avatar


Tiron_Raptor
01.11.2012 , 01:55 PM | #583
Quote: Originally Posted by Grammarye View Post
Sorry, I don't see it mentioned; could you quote the bit you mean? If I'm just being blind, then no worries
It isn't in the OP so far as I know, not directly anyway. It's hinted at, but mostly only discussed in the posts themselves and easily missed...

Maybe I should fix that...

Quote: Originally Posted by Mannic View Post
So per SR the textures that we're seeing in cut-scenes now are the high-res textures?

Really Bioware?

Really?
Sort of. The high res textures your computer can't feed to the memory fast enough in a normal environment, causing lag. They're crystal clear, absolutely glorious.

The textures you see the rest of the time are toned down to stop the hard drive thrashing when it needs to load a lot of textures at once.
One day my body will be able to take my brain out in public without it embarrassing us.

Exilious's Avatar


Exilious
01.11.2012 , 01:55 PM | #584
Quote: Originally Posted by Incendergel View Post
Oh - and I might as well add:

SWTOR.exe PID 6772 (they main pid I think that is doing all the disk reads, etc) is:

935.220 MB memory / 900,488 private

SWTOR.exe PID 2156 (the secondary process the above guy is doing something with) is:
292,824 MB memory / 197,776 private

That is a heafty primary process, huh?
There seems to be a memory leak as those processes can hit the 3.2gb extended address aware cap. They just keep going up and up.
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Grammarye's Avatar


Grammarye
01.11.2012 , 01:56 PM | #585
Quote: Originally Posted by Tiron_Raptor View Post
Which is why all the other stuff is colored, locked off, etc: to make sure it gets noticed. As more information comes out it'll continue to be updated, and all the 'rampant speculation' will be gone.

It's not news, but an unrelated thread that I linked in the OP, talking about UAC of all things, mentioned in passing that the fact that it's apparently tied into the remoterenderingserver.ibc could be why one of the processes was requesting elevation. He had it listed in that thread as being 'swtor.exe @remoterenderingserver.ibc' Where he got that from I haven't figured out yet, but it suggests a connection, as you posit, to the remote rendering system. Depending on what this 'remote rendering' actually IS...it could be substantial or nothing at all. We're just now starting to get some decent data to determine which.

Yes. The question is why you'd need to run a 'renderer' alongside the main process, and if that could explain, somehow or another, some of the problems we've been seeing. Everything from simple latency added in to certain things because of the extra processing time to poor performance when having to wait on it to do...something.
I posted in that UAC thread; it is not that surprising that the launcher requires UAC, and the launcher launches the game. Here's what I would expect TOR to be doing, short version. TOR is a DX9 game. As you map VRAM into process address space and want to load textures and so on, that all takes up address space. 32-bit processes on a 32-bit machine only ever get 2GB of space. If you have more than 2GB of textures and shaders and other data you want to handle, plus all the actual game data of things like where you are, you will run out of room. 64-bit addresses all of this, but TOR needs to be widely applicable. So you take what rendering you can off into another process and do it there. Backdrops would be a great example of something you can remotely render and pass back for straight inclusion in the main rendering thread.

I would expect significant traffic between those two processes. Probably a memory mapped file backed by the pagefile which would yield shared RAM between the two, one updates the virtual memory, the other sees the update immediately. That's how I'd do it anyway.
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Jonlinar's Avatar


Jonlinar
01.11.2012 , 01:56 PM | #586
Quote: Originally Posted by Tiron_Raptor View Post
Yes. The question is why you'd need to run a 'renderer' alongside the main process, and if that could explain, somehow or another, some of the problems we've been seeing. Everything from simple latency added in to certain things because of the extra processing time to poor performance when having to wait on it to do...something.
Easy. In a 32 bit world, you can only do so much. The same is true in any bit world but 64 bit has a much higher limit. Thus, having two processes let's you do things you can't do with just one. If you have one process handling all the UI/"game" stuff and the other simply being responsible for JUST rendering and the graphics pipeline then you can take advantage of all 32 of your bits for addressing instead of just 24.... or even 16.... *shudder* or 8.

ninja'd

sataren's Avatar


sataren
01.11.2012 , 01:57 PM | #587
Wow. I'm speechless.

Tiron_Raptor's Avatar


Tiron_Raptor
01.11.2012 , 01:58 PM | #588
Quote: Originally Posted by Exilious View Post
There seems to be a memory leak as those processes can hit the 3.2gb extended address aware cap. They just keep going up and up.
Odd, I've only seen that happen on taris or when blowing up the communications array on a station, and both have been fixed.

In my case the highest I've seen the client process go and still be functional was 2.1 GB, and I think that was on leaky taris.

Normally it's more like 1 to 1.5

Could your very observation of it be affecting it somehow?

Quote: Originally Posted by Grammarye View Post
I posted in that UAC thread; it is not that surprising that the launcher requires UAC, and the launcher launches the game. Here's what I would expect TOR to be doing, short version. TOR is a DX9 game. As you map VRAM into process address space and want to load textures and so on, that all takes up address space. 32-bit processes on a 32-bit machine only ever get 2GB of space. If you have more than 2GB of textures and shaders and other data you want to handle, plus all the actual game data of things like where you are, you will run out of room. 64-bit addresses all of this, but TOR needs to be widely applicable. So you take what rendering you can off into another process and do it there. Backdrops would be a great example of something you can remotely render and pass back for straight inclusion in the main rendering thread.
Might make sense on 32 Bit OS. On my 64 bit OS, however, it's got that large memory address aware (or whatever it is) flag set that causes WOW64 to give it the full 4GB. Which I should know, because I've seen it shoot up as high as 3.8GB under the influence of one of those explosive memory leaks I mentioned a bit earlier.
One day my body will be able to take my brain out in public without it embarrassing us.

shananigan's Avatar


shananigan
01.11.2012 , 01:58 PM | #589
Quote: Originally Posted by Incendergel View Post
Side note to the person who mentioned developer debugger. I uninstalled the beta client and removed the directory. This is a digital download from early head start. Not sure if you implied that I did something or it is something else or that is what it is.

Just saying I notice two processes.
lol, it is a debugger from beta, that they never removed, I was not saying it should not be on your computer,rather it should not be there period, that is what the second .exe is.

I wonder what could be manipulated through that though... hmmm
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Kourage's Avatar


Kourage
01.11.2012 , 02:00 PM | #590
Maybe they'll open it up later. Would suck if someone started opening private servers a week after release.
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