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LSPDFR:Texture missing

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Hi Guys! So I playing LSPDFR 0.4 these days and I found a problem that I never saw this in LSPDFR 0.3, I just patrolling around and some buildings and roads weren't loaded. It's just like perspective. Can someone tell me how to fix it? (Not my screenshot, but that's the problem.)

48b4277f9e2f07089e0c903dec24b899a901f261.jpg

I even tried this method and while it works it seems to only be a TEMPORARY fix as the world still deconstructs itself over time if not entirely in certain locations, i.e. Sandy Shores or Paleto. Is there ANY update on a permanent fix coming? 

i haven't had this problem. i'm using i5, 16GB RAM, GTX1070 (8GB VRAM).

may be the VRAM size has something to do with this issue.. may i know your VRAM size?

On 3/2/2019 at 8:34 AM, AskCharill said:

Hi Guys! So I playing LSPDFR 0.4 these days and I found a problem that I never saw this in LSPDFR 0.3, I just patrolling around and some buildings and roads weren't loaded. It's just like perspective. Can someone tell me how to fix it? (Not my screenshot, but that's the problem.)

48b4277f9e2f07089e0c903dec24b899a901f261.jpg

 

It's an issue with the game running out of memory. It was possible to hit this in 0.3, however it was not nearly as prevalent, as LSPDFR 0.3 doesn't have as much going on under the hood.

 

The main culprit is custom vehicles, as they tend to be significantly higher poly's, and have much larger texture files across the board then the vanilla vehicles.

 

The biggest fix, is to only use vehicles that are approximately the same filesize's as the vanilla vehicles (Typically the .ytd file, and .yft files will each be around 1200kb or less). From a quick look, custom cars, tend to be 7x to 10x the size of the vanilla vehicles. Personally, I switched over to templated versions of the vanilla cars so i could still utilize custom skins.

 

If you can't do without the custom cars (and hey, I get it, the vanilla cars are weak ducklings in comparison), you need to do some hefty optimizing to the texture files. From a layman's standpoint, this will just mean going into the .ytd and +hi.ytd files using openiv, extracting the large texture files, reducing them in size while maintaining the same ratio (paint.net works just fine for this), and then replacing the old textures with the reduced texture. Trust me, the difference between a 4k and a 2k skin is negligible for any skins that are not overly complicated, and the carbine you only glance at really doesn't need a 4k skin.

This is a support topic.
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