I’m doing a fresh rebuild on our server and I noticed it wasn’t an issue for a while, then it was. I’ve turned off a few Gabs maps and I have my setting set to a very particular setting and the issue seems to have disappeared. I definitely think to do in relation to the amount/type of mapping or mapdata files on the server, how the LOD’s/SLOD’s are edited and users’ settings.
For example, my friend on a 4090 (me 4070 ti super) loaded in with automatic texture loss, some maps missing, among other things.
Once he changed his settings to reflect mine, quit and rejoined, all of it disappeared for him…
I’m interested to see as you add mapping if you continue to experience peace and relief from this issue.
Hi everybody i read all the messages and im having this resourcache problem and then losing all texturas around the mapa, anyone still working on this any fix? Maybe @LegacysMaps found something interesting?
Invisible Textures are a different problem.
Thats simply a network / downloading issue (slow internet) as you move around most likely.
If you are experiencing this constantly then increasing Extended Texture Budget in your settings should fix it.
I have Extended Texture Budget to maximum, when i noclip around all the map and go to specific site that i know where it will lose the textures when gcore/ResourceCache over the limit in my case is 5622.49MiB then there it is.
Hi. I see that this topic has been open since b3095, but I came across this by switching to b3258, while I have disabled all map resources except bob74 (which will spawn the ipl).
I cleared the entire client and server cache, but the problem persisted.
After reading the topic, I did not find a solution to the problem. Have you been able to solve it? SLOD come out in the same parts of the map where you have them (dam, maze bank, exit from the city, etc.)
Pretty much the same for me.
While I don’t have a solution for you, where’s what I found.
Switching back to b3095 solves the issue and I don’t need to change anything.
If I go to b3258, I found out disabling my forests and GTA V Remastered mods resolved the issue.
Disabling all my MLOs etc and bob74. Also disabling GTA V Remastered, leaving forests ON - the issue occurred. Same thing the other way around, disabling forests and enabling GTA V Remastered - same thing.
Clearing server and client cache (all of us) - no dice.
I tried decreasing lodDist and hdTextureDist on these mods to 400 but didn’t change anything.
4/5 of people on the server is facing the issue, regardless of hardware and settings - nothing’s changed.
If I want to make sure not to see the texture issue, it’s either:
Disable GTA V Remastered & Forests South + North, or
Go back to b3095
For this particular issue I’m seeing, I wonder if there’s a … streaming… budget… whatever, change in b3258 compared to b3095.
But it’s pretty easy to reproduce. If I enable my MLOs and fly by them, making sure they’re loaded in, I’ll see the issue shortly after. If I disable the MLOs, I just gotta go near the trees for a while, make sure it’s nice and tightly rendered in, then go to a place I haven’t visited, it’ll be there. However, if I then fly straight up in the air, like 1500-2000m up then back down, it’s loaded in proper.
The LOD’s completely reload when you go that high up in the sky and also if you teleport across map and back. But its only a quick fix and doesn’t last long.
The issue is with lod’s not unloading properly.
Be it from mlo’s or props with lod’s on them.
At first I thought it was broken lod indexes which can cause the same issue, but i dont believe that is the case anymore. Your trees likely dont even have lod’s set. They are probably ORPHANHD with parentindex of -1 I would assume.
Could very well be some other issue with limits of objects streamed as you say.
That’s very on point…! And of course we can’t ask our players to teleport across the map mid-chase to solve their texture issues
I think you’re actually right, they don’t have LODs set - at least didn’t seem like it in CodeWalker, which I realized after having already made the change… Desperate attempt…
I’m afraid it is some sort of limit, yes. I don’t know how all this GTA stuff is built up, I just find it rather curious that it then differs between b3095 and b3258 - I’d expect that to be a global value. But I couldn’t, wouldn’t know.
Interesting. We’ve tried both settings, but may have done so independently from each other.
It appears, if I put Extended Distance Scaling to 0 and Distance Scaling to around 75% - the issue doesn’t appear.
Reverting this to full in both or 50/50 - the issue reappears very quickly.
In fact, putting Extended Distance Scaling up by just one tick - the bad textures game haunting!
So…
Settings → Graphics → Distance Scaling (Somewhere between 0 and 75)
Indeed. It would appear the further out we scale models (including lod models) from our ped the more left over lod models we have. As of course there are more and more assets loaded. Thus making a mess everywhere of blurry double loaded models. Its not exactly textures but rather different lod models with lower resolution polycount and textures.
Perhaps a rework of how the distance scaling versus unloading/loading models is needed.
Its supposed to load as you go and unload as you leave an area.
I’m not sure how the relationship between the clients scaling settings in their options menu versus the map objects LOD distance works or if its some calculation between the two but either way whats interesting is models LOAD just fine no matter the scaling distance. But they don’t UNLOAD fine.
I agree with you that this is indeed a kind of limitation, but it’s interesting that it only applies to the new version. If I enable all resources and switch to version b3095, there are no issues. However, if I upgrade to b3258, the SLOD2 models (not LOD or SLOD1) will crash in certain areas of the map. This happens regardless of whether the resources are enabled or disabled. Not all SLOD2 models are affected, only those specified in the file “dlc_mp2023_02” (b3095) “xm4_rob_cas_mcs1_srl.ymt”.
Make an issue on the GitHub. Specifically as possible. Mention this thread if you want.
This will allow tracking of the issue a little better than on here.