PortraitPanel Is this actually a problem or is this how it's supposed to be?

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Is this actually a problem or is this how it's supposed to be?

Post by Chain_Reaction » May 25th, 2019, 6:44 am

nobodyimportant wrote:
May 24th, 2019, 12:57 pm
Doesn't Portrait Panel do exactly that?
Portrait Panel merely expands the existing layout of the UI and adds code to support it. It doesn't do anything with the portraits themselves and has nothing to do with your issue. Graphical issues are not caused by mods but usually bad CC or hardware incompatibilities as already noted.

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Is this actually a problem or is this how it's supposed to be?

Post by nobodyimportant » May 25th, 2019, 9:06 am

I mean thank you for taking the effort of trying to explain it at least but i certainly do not understand why this and not, say a more resource intensive feature would fail, or why the whole thing wouldn't simply lag. I really fail to comprehend how the devs designed this game.
On the one hand you say throwing more raw hardware capability at it doesn't solve things, and i don't understand why, sure the game can only use 32 bit memory addresses, but throwing virtual ram at it that it can use should help should it not if that was the only issue?
But this issue from that previous thread was largely resolved once i deleted the 8k homless i had in my town. The origin of which i still don't know btw.
On the other hand you say that with the GPU you would need to throw something more powerful at it for it to render everything.
Additionally the game fails the render in a way no other game does. I mean what other game fails to render one specific thing consistently instead of framerate drops, lag, or general random graphical errors?
And should the load on the GPU not depend on what i'm rendering? I mean all the textures and meshes have to reload if i switch from one lot to another, leading to second long pop-in of textures, one can even observe that if one switches back fast enough not all textures have unloaded only some.
But no matter what lot with how many objects is loaded into VRAM, no matter if paused or unpaused, no matter how many active animations going, no matter how many active sims, nothing actually fails apart from that one thing: the plumbot eyes. But those always fail and always have failed.

I'd gladly accept that it's bad CC, but what CC could possibly affect that? I haven't even been able to find anything that modifies the plumbot eyes online, much less in my list.

I understand it's not portrait panel, but then what else could be affecting the rendering mechanism that portraits use?

In fact i'm so opposed to it being a hardware issue, because no one else seems to have this issue anywhere online, and there's all sorts of issues about the sims 3 reported online, and a lot of people had hardware like this when this came out back half a decade ago. Simmers are not known for always having top notch hardware...

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Is this actually a problem or is this how it's supposed to be?

Post by Chain_Reaction » May 29th, 2019, 5:32 am

For CC, it could be anything. Drag your entire CC and mods folder out, leaving MC. Take the bot into CAS with MC and modify it somehow to force the thumbnail to regenerate. If it's fixed, the issue is in your CC.

Not all hardware issues are cut and dry as you think. There's hundreds of different cards each with their own specs. Doesn't really matter how high you can crank the settings if that particular plumbot head is using a shader your card doesn't understand.

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Is this actually a problem or is this how it's supposed to be?

Post by nobodyimportant » May 29th, 2019, 6:42 pm

Ah so there are shaders that some cards just won't understand?
But that is still really werid like why would a different SORT of shader be used for the exact same type of 3D animation in the menu wheel.
Like, this all would be a lot easier to understand if it wasn't so extremely consistent.

Anyway imma try and do the CC testing i'll post back with the results if anyone should experience a similar issue.

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Is this actually a problem or is this how it's supposed to be?

Post by nobodyimportant » June 8th, 2019, 4:37 pm

SO! igazor was, as always, right.
The issue seems to be one with the graphical settings, as CC didn't affect it at all. I have however not been able to figure out just exactly what it is that makes things fail, because having more detailed characters also made the eye overlay in the normal game fail.
Maybe it's just the fact that the game tries rendering the characters at max possible detail when taking portrait pictures or using the menu, which leads to the eyes never showing up there?

EDIT: turns out i cn't influence it with the settings either. I guess it might actually be the video card, although i still don't know why this as the only feature in the entire game would be the one that can't ever be processed, no matter if special shaders are enabled or not.
Oh well. I guess it's a relatively small inconvenience, it was just really puzzling.

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