I've seen many people asking if SS: SM runs better than SS4, so here is your answer - NO. If they don't optimize their future games properly, SS: SM is the last Croteam game I'm ever buying. The way the game looks would not be an issue for me if it ran smoothly, but when my framerate is all over the place, and there is stutter, I find it hard to enjoy playing.Īt this point I'm done with putting up with Croteam's terrible optimization. The game looks worse than SS3 Fusion and runs worse than the most demanding modern AAA games. For reference, I can run DOOM Eternal max settings with ReShade and my minimum fps is 140, when SS4 and SS: SM drop all the way down to 65. The game is running off an m.2 SSD with a read speed of 3.5GB/s.The game also doesn't look that good, and the familiar po-in from SS4 in still present. To make things worse, the more intensive the scene is, the lower the GPU usage is, which leads to low FPS and not to mention that the frametimes are all over the place. The game is not utilizing the CPU or GPU to their fullest, leading to GPU usage being well below 100% like 90% of the time, which in turn makes the game perform way worse than you would expect on modern machine. On Linux, fixed wrong display settings if no monitor has been marked as primary.I was hoping that Croteam and Timelock would take a look at Serious Sam 4, see the obvious performance issues, and you know, attempt to address them? Well, no such thing happened and SS: SM runs as badly as SS4, with a little added stutter for good measure. Added cfunc edtSelectEntityPropertyByID(iEntityID). Added cfuncs edtGetMemberValue(strUserDataPath) and edtSetMemberValue(strUserDataPath, value) used to change entity properties. Added facilities in Serious Editor to automate editing on entities from console scripts. Added vertex merge when importing fbx meshes. Fixed duplicate directory entries being shown in Serious Editor in file browsing for directories inside user-made. Fixed popup menus in Serious Editor sometimes going off the bottom of the screen in multimonitor setups. Weapon change attempt is now correctly being indicated on HUD if performed during sprint. This only happened with user-made levels. Fixed a lockup happening if spectator cameras are linked in a closed loop. Fixed an issue causing clients to always see weapon change on HUD at game start. Previuously, it locked up the application. Upload to Steam Workshop command is no longer available until Steam Workshop sync is finished. SeriousEditor now displays Steam Workshop sync progress in status bar. Fixed issues that might have prevented some user accounts from uploading to Workshop. User is now properly notified when Steam Workshop content download fails. Workshop packages menu is now also available in non-moddable version of application (this allows enabling/disabling of language packs). Language mods can now work even in pure (non-moddable) version of the game, and don't require any customization from user side. Full support for language packs in Workshop. Fixed problems with filenames of wrong case that happened only with Linux dedicated server. Dedicated server on Linux no longer requires X11 to be installed. X11 libraries on Linux are now dynamically loaded, so game can properly report and error if something is missing. OpenGL library can now load even if some vendor dependent functions are missing. Fixed screen-shot grabbing and manual save-game thumbnails not working under OpenGL. Fixed graphics corruption under OpenGL if game is minimized or "alt-tabbed" while it is loading content. Added a script that offers to automatically install libpci.3 on linux if it is missing. They can be found in BIOS under names such as SpeedStep, Cool'N'Quiet, C1E, PowerNow!, Power Saving, CPU Throttling, Dynamic Frequency Scaling, or something else - depending on your BIOS. The recommended solution is to turn off such features in BIOS for Linux machines. It is not perfect however, as there might still be a few percents of performance to squeeze out. This build adds a workaround for this which should hopefully prevent the symptoms from being so extreme. IMPORTANT FOR LINUX: Most of the weird performance problems in previous builds were caused by performance throttling (aka power saving) features on various CPUs not correctly identifying that the game is running and continually jittering between low and high performance modes (several times per second sometimes!). Update 173456 contains a number of general fixes in the game, as well as some that are specific to the Linux version.
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