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Wątek: rome 2 - zacina się podczas bitwy

  1. #11
    Pampa
    Gość
    Primo nie klniemy. Secudno całkiem możliwe że coś się przegrzewa skoro zaczyna zwalniać po jakimś czasie. Sprawdź sobie temperatury - głównie procesora.

  2. #12
    Xeir
    Gość
    Xeir. u mnie gra znajduje sie wgl. w innych folderach.
    wyglada to tak:
    Kolega mniej techniczny widzę. Folder o który mówie jest "głęboko ukryty" praktycznie każdy program na komputerze tworzy w "AppData" coś. Wracając do tematu
    Spójrz na swoją klawiaturę i naciśnij razem guziki Windows + R ( Windows to takie 4 kwadraty koło alta i ctrl )
    Wyskoczy puste okienko, wpisz tam appdata i Enter
    Teraz otworzy ci się kolejno okienko.
    Teraz po koleji przeskakuj po folderach
    \Roaming\The Creative Assembly\Rome2\scripts

    Opcjonalnie wklej w starcie ( tam gdzie sie szuka przez wpisywanie nazw programów ) %Appdata% a dalej tak jak wyżej.


    Przegrzewanie jest prawdopodobne i możesz pobrać jakiś program do zerknięcia jak grę uruchomisz i zacznie ciąć. Ale to może być też jakiś program co zaczyna działać po jakimś czasie. Jak następnym razem gra zacznie ci lagować to zminimalizuj grę wejdż w
    Menadżer zadań > "Pokaz procesy wszystkich uzytkowników" i zobacz czy coś oprócz rome2.exe żre ci procesor no i zerknij na tą temperature komputera

  3. #13
    Chłop
    Dołączył
    Feb 2017
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    Xeir, dokładnie you're 100% right.
    więc tak, mam ten plik ale tutaj to już nic nie ogarniam.
    Wygląda on tak:
    write_preferences_at_exit true; # write_preferences_at_exit <bool>, Write preferences at exit #
    app_multirun false; # app_multirun <bool>, Allow multiple instances of the application #
    x_res 1920; # x_res <int32>, Fixed window width #
    y_res 1080; # y_res <int32>, Fixed window height #
    x_pos 0; # x_pos <int32>, Window position #
    y_pos 0; # y_pos <int32>, Window position #
    vfs_log_level 0; # vfs_log_level <int32>, 0 - off, 1 - mod-user, 2 - dev #
    unit_test false; # unit_test <bool>, unit test (for daily build) #
    gfx_first_run false; # gfx_first_run <bool>, First time application run #
    gfx_video_memory 0; # gfx_video_memory <int>, Override available video memory (bytes) #
    gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen or not #
    gfx_vsync false; # gfx_vsync <bool>, vertical synchronization #
    explicit_thread_affinity true; # explicit_thread_affinity, Enable thread affinity #
    enable_steam_update_thread true; # enable_steam_update_thread, Enable Steam Update Thread #
    gfx_hdr 0; # gfx_hdr <int>, Set high dynamic range rendering quality #
    gfx_shadermodel 3; # gfx_shadermodel <int>, Set shader model, 0-SM3, 1-SM4, 2=SM4.1, 3=SM5 #
    gfx_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 1 = MLAA #
    gfx_texture_filtering 0; # gfx_texture_filtering <int>, Set texture filtering, 0-trilinear, 4- anisotropic 16x #
    gfx_texture_quality 3; # gfx_texture_quality <int>, Set the quality of textures. 0 - lowest, 3 - ultra #
    gfx_device_type 1; # gfx_device_type <int>, Set device type, 0-D3D9, 1-D3D11, 2-GL3 #
    gfx_ssao false; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer #
    gfx_distortion false; # gfx_distortion <bool>, Enable Distortion Effect buffer #
    gfx_depth_of_field 0; # gfx_depth_of_field <int>, Set depth of field quality 0 - off, 2 - high #
    gfx_unlimited_video_memory false; # gfx_unlimited_video_memory <bool>, Enable unlimited video memory allocation #
    gfx_tesselation false; # gfx_tesselation <bool>, Enable tesselation #
    gfx_alpha_blend 0; # gfx_alpha_blend <int>, Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
    gfx_gpu_select 0; # gfx_gpu <int>, Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ... #
    gfx_direct_resource_access false; # gfx_direct_resource_access <bool>, Enable Direct Resource Access #
    gfx_sky_quality 1; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 5 - extreme #
    gfx_unit_quality 1; # gfx_unit_quality <int>, Set the quality of units. 0 - low, 5 - extreme #
    gfx_building_quality 1; # gfx_building_quality <int>, Set the quality of buildings. 0 - low, 5 - extreme #
    gfx_water_quality 1; # gfx_water_quality <int>, Set the quality of water. 0 - low, 5 - extreme #
    gfx_shadow_quality 0; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 5 - extreme #
    gfx_tree_quality 1; # gfx_tree_quality <int>, Set tree quality. 0 - low, 5 - extreme #
    gfx_grass_quality 1; # gfx_grass_quality <int>, Set grass quality. 0 - low, 5 - extreme #
    gfx_terrain_quality 1; # gfx_terrain_quality <int>, Set terrain quality. 0 - low, 5 - extreme #
    gfx_unit_size 1; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra #
    gfx_fleet_size 1; # gfx_fleet_size <int>, Set fleet size. 0 - small, 2 - large #
    gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
    gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #
    gfx_screenshot_folder "./screenshots"; # gfx_screenshot_folder <folder>, Folder to where save screenshots relative to Empire directory #
    gfx_gpu ""NVIDIA GeForce GTX 960M""; # gfx_gpu <path>, The GPU description #
    gfx_effects_quality 1; # gfx_effects_quality <int>, Set effects quality. 0 - low, 5 - extreme #
    gfx_vignette false; # gfx_vignette <true|false>, Enable vignette #
    gfx_blood_effects true; # gfx_blood_effects <bool>, Enable Blood effects #
    gfx_nightmare_mode false; # gfx_nightmare_mode <bool>, Enable Halloween visuals #
    batter_meter true; # battery meter <bool>, Show battery status #
    external_browser false; # external_browser <bool>, Use external browser for encylopaedia, internal browser if set to false #
    camera_move_speed 100; # camera_move_speed <float>, Set camera movement speed #
    camera_turn_speed 5; # camera_turn_speed <float>, Set camera turn speed #
    default_camera_type 1; # default_battle_camera <card32>, default battle camera: 0-totalwar 1-rts 2-debug #
    fix_res true; # fix_res <bool>, Forbid window resizing #
    fix_window_pos true; # fix_window_pos <bool>, Forbid window repositioning #
    mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity <card32>, mouse wheel sensitivity: <0-100> default value = 50 #
    invert_cam_x_axis false; # invert_camera_x_axis <bool>, invert camera tilting up/down #
    invert_cam_y_axis false; # invert_camera_y_axis <bool>, invert camera panning left/right #
    show_selection_markers true; # show_selection_markers <true|false>, Show the selection markers under the units #
    show_path_markers true; # show_path_markers <true|false>, Show paths in naval battles #
    show_target_zones true; # show_target_zones <true|false>, Show firing arcs etc #
    show_projectile_trails true; # show_projectile_trails <true|false>, Show projectile trails... #
    ui_show_help_markers true; # ui_show_help_markers <true|false>, Show/hide the markers that indicate various things such as disembark zones and bastions #
    ui_telestration_always_on false; # ui_telestration_always_on <true|false>, Enables telestration for single player (for if want to draw for replays, or videos, etc) #
    unitcard_numbers_visible false; # unitcard_numbers_visible <true|false>, Shows unit numbers on unit cards #
    ui_porthole_mode true; # ui_porthole_mode <bool>, Determines if porthole panel shown or minimised #
    ui_card_mode true; # ui_card_mode <bool>, Determines if card panel shown or minimised #
    ui_radar_mode true; # ui_radar_mode <bool>, Determines if radar panel shown or minimised #
    ui_radar_scale 1; # ui_radar_scale <float>, Scale of battle radar #
    ui_unit_tooltip_expand_mode 2; # ui_unit_tooltip_expand_mode <0|1|2>, 0 = never expand, 1 = delayed expand, 2 = always expand #
    ui_porthole_default_page 1; # ui_porthole_default_page <0|1>, 0 = model page, 1 = stats page #
    roomlist_window_pos_x 0; # roomlist_window_pos_x <int32>, roomlist windows position on screen #
    roomlist_window_pos_y 0; # roomlist_window_pos_y <int32>, roomlist windows position on screen #
    chat_window_pos_x -1; # chat_window_pos_x <int32>, chat windows position on screen #
    chat_window_pos_y -1; # chat_window_pos_y <int32>, chat windows position on screen #
    chat_window_width_scale -1; # chat_window_width_scale <float>, chat windows dimensions on screen #
    chat_window_height_scale -1; # chat_window_height_scale <float>, chat windows dimensions on screen #
    browser_window_pos_x -1; # browser_window_pos_x <int32>, browser windows position on screen #
    browser_window_pos_y -1; # browser_window_pos_y <int32>, browser windows position on screen #
    browser_window_width_scale -1; # browser_window_width_scale <float>, browser windows dimensions on screen #
    browser_window_height_scale -1; # browser_window_height_scale <float>, browser windows dimensions on screen #
    ui_land_unit_ids 0; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never #
    ui_unit_id_scale 0.8; # ui_unit_id_scale <float>, Sets scale of unit banners #
    ui_mouse_scroll true; # ui_mouse_scroll <true|false>, Allow/disallow scrolling of the map by putting the cursor at the edge of the screen #
    battle_realism_mode false; # allow_battle_realism_mode <bool>, Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera #
    ui_onscreen_kb false; # ui_onscreen_kb <true|false>, Enable on-screen keyboard for touch #
    battle_time_limit 60; # battle_time_limit <int>, Sets the time (in minutes) for each battle. -1 for unlimited #
    battle_difficulty 0; # battle_difficulty <int>, Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
    autoresolve_difficulty 0; # autoresolve_difficulty <int>, Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
    campaign_difficulty 0; # campaign_difficulty <int>, Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
    battle_advice_level 2; # battle_advice_level <int>, Sets advice level in the battle game #
    campaign_advice_level 2; # campaign_advice_level <int>, Sets advice level in the campaign game #
    advisor_mode 2; # advisor_mode <int>, Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both #
    adc_enabled false; # adc_enabled <bool>, Determines if aide de camp is enabled #
    campaign_time_limit -1; # campaign_time_limit <int>, Sets the time (in minutes) for each round of the campaign. -1 for unlimited #
    show_cpu_moves_level 1; # show_cpu_moves_level <int>, Sets level of viewing ai movement on the campaign map. 0 - only interactions with player pieces are shown; 1 - limited additional ai movement shown (enemy pieces, movement in your regions, movement in sea regions you have any control over); 2 - all visible movement shown #
    automanage_regions false; # automanage_regions <true|false>, Let the AI manage taxes etc in players regions #
    multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Run the battle model on a separate thread #
    battle_camera_shake_enabled true; # battle_camera_shake_enabled <true|false>, Enable battle camera shake effects #
    subtitles true; # subtitles <true|false>, Display subtitles during movies #
    sound_setting_version 2; # sound_setting_state <int>, Version of current audio settings to handle reseting some default values between updates #
    sound_master_volume 100; # sound_master_volume <int>, master sound volume 0-100 #
    sound_music_volume 100; # sound_music_volume <int>, music sound volume 0-100 #
    sound_advisor_volume 100; # sound_advisor_volume <int>, advisor sound volume 0-100 #
    sound_vo_volume 100; # sound_vo_volume <int>, vo sound volume 0-100 #
    sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 #
    sound_previous_master_volume 100; # sound_master_previous_volume <int>, Last modified sound value #
    sound_previous_music_volume 100; # sound_music_previous_volume <int>, Last modified sound value #
    sound_previous_advisor_volume 100; # sound_previous_advisor_volume <int>, Last modified sound value #
    sound_previous_vo_volume 100; # sound_previous_vo_volume <int>, Last modified sound value #
    sound_previous_sfx_volume 100; # sound_master_previous_volume <int>, Last modified sound value #
    sound_master_enabled true; # sound_master_enabled <true|false>, master sound enabled #
    sound_music_enabled true; # sound_music_enabled <true|false>, music sound enabled #
    sound_advisor_enabled true; # sound_advisor_enabled <true|false>, advisor sound enabled #
    sound_vo_enabled true; # sound_vo_enabled <true|false>, vo sound enabled #
    sound_sfx_enabled true; # sound_sfx_enabled <true|false>, sfx sound volume enabled #
    audio_speaker_configuration 0; # audio_speaker_configuration <int>, 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 #
    audio_quality 0; # audio_quality <int>, 0 = high(default), 1 = low #
    audio_mute_in_background true; # audio_mute_in_background <true|false>, Mute game audio when not in focus #
    audio_sink_type 0; # audio_sink_type <int>, 0 = detect, 1 = XAudio2, 2 = DirectSound #
    voice_chat_enable true; # voice_chat_enable <bool>, Enables VOIP functionality in Steam. (default = true) #
    voice_chat_microphone_gain 100; # voice_chat_microphone_gain <int>, voice_chat_microphone_gain (0-100). #
    voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost <bool>, Boost microphone gain. #
    voice_chat_volume 100; # voice_chat_volume <int>, Voice chat volume (0-100). #
    voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_key_pressed <bool>, voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). #
    bink_use_thread true; # bink_use_thread <bool>, tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) #
    number_of_threads 0; # number_of_threads <int>, Set the number of threads <= 0 - automatic, >0 = explicit number #
    number_of_threads_for_campaign_pathfinder_cache -32; # number_of_threads_for_campaign_pathfinder_cache <int>, Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads < 0 - automatic up to the specified number, >=0 = explicit number #
    campaign_camera_edge_scroll_delay 0.2; # campaign_camera_edge_scroll_delay <float>, Set the number of seconds of delay between the mouse cursor entering the edge-scroll zone on the campaign map the camera starting movement. #
    campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force <bool>, Always displays the zone of control for the selected force, not just when the mouse is over it. #
    battle_left_click_drag_move_delay 0; # battle_left_click_drag_move_delay <float>, Number of seconds have to have mouse clicked down still on unit before initiates a left click drag action (as some people who use drag select a lot prefer to have a delay, but the delay makes the move less responsive obviously) #
    autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud <bool>, Save a copy of autosaves to the cloud #
    twitch_remember_account true; # twitch_remember_account <bool>, Determines whether game should remember twitch account #
    twitch_user_name ""; # twitch_user_name <user name>, Twitch account user name that is remembered #
    twitch_user_password_encrypted ""; # twitch_user_password_encrypted <user name>, Twitch account password that is remembered and encrypted #
    twitch_stream_title "Total War: Rome 2"; # twitch_stream_title <stream title>, Title of stream show on website for viewers #
    twitch_server_name ""; # twitch_server_name <server name>, Name of ingest server to use for twitch. If non will use default as dictated by twitch #
    twitch_game_volume 1; # twitch_game_volume <float>, Volume of system to be sent through twitch stream (0-1) #
    twitch_mic_volume 1; # twitch_mic_volume <float>, Volume of microphone to be sent through twitch stream (0-1) #
    twitch_fps 30; # twitch_fps <int>, Twitch frames-per-second for broadcast (10-60) #
    twitch_bitrate 1500; # twitch_bitrate <int>, Twitch streaming bit rate, max kbps (230 - 3500) #
    frontend_theme_index 0; # frontend_theme_index <int>, Index of theme for frontend/loading screen images #


    Wpadłem na jeszcze jeden pomysł.
    Podczas instalacji wybrałem opcję "Stwórz bibliotekę steam na dysku D", przy czym steama, system etc. mam zainstalowane na dysku C.
    Czy to, ze steam jest na dysku C itd. a gra na D moze powodowac ze jest mniej wydolna czasami ? Bo tak jak mowię, gra nie laguje cały czas.

    Gram sobie normalnie na ustawieniach ultra, zero scin wszystko super, a nagle zaczyna niesamowicie scinac, praktycznie jednostki sie nie ruszają, nawet jak zmienie ustawienia wtedy na NISKIE to nic nie pomaga.
    Trochę dziwne

  4. #14
    Xeir
    Gość
    Wpadłem na jeszcze jeden pomysł.
    Podczas instalacji wybrałem opcję "Stwórz bibliotekę steam na dysku D", przy czym steama, system etc. mam zainstalowane na dysku C.
    Czy to, ze steam jest na dysku C itd. a gra na D moze powodowac ze jest mniej wydolna czasami ? Bo tak jak mowię, gra nie laguje cały czas.
    Plik wygląda spoko, Przyczyna zaczyna wydawac sie z twoim komputerem nie z grą.

    Przeskanuj komputer tym https://toolslib.net/downloads/viewd.../1-adwcleaner/ Usuń co znajdzie.( Możesz podać ogólnikowo ile znalezisk)

    W czasie gry włączysz grę jak zacznie ona lagować nacisnij na klawiaturze ALT + TAB I wejdz w menadzer zadań http://www.pcworld.pl/news/Problemy....ia,406363.html
    Jak będzie wyskakiwało duże obciążenie procesora Np jak na tym screenie http://twojepc.pl/graph0/news11/25017_4.png Albo będą na ten przykład dwa procesy które będą mulić. Na ten przykład Rome2.exe i coś jeszcze, to ten 2 program ci zamula grę.

    No i możesz jak kolega Pampa Proponował jakiś program do sprawdzenai temperatury komputera, pełnego tego w internecie

  5. #15
    Chłop
    Dołączył
    Feb 2017
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    Problem rozwiązany, reinstalacja + instalacja gry na dysku C (tam gdzie cała biblioteka steam) pomogła i problem już nie występuje.
    Gram już sobie spokojnie na ULTRA.
    Dzięki wszystkim za pomoc

  6. #16
    Asuryan
    Gość
    Skoro problem już rozwiązany, to zamknąłem temat.

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