MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

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Fila
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MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

This requires some of the files (mainly the .pod files) from .46 but does not need .47/48 at all.

There are a plethora of fixes in this version. Mostly behind the scenes so from a user's point of view, not too much has changed.

The big points are:
- Vulkan 1.3 is now in. 1.3 is important to note because not all the video cards can do it. Cards older than about 10 years might not be able to do 1.3. I have done my best to lock this, so in theory Vulkan should not even show up as an option if your video card cannot do it. And if anyone asks, it is not easy to go to an older version of Vulkan as there are fundamental code changes between version which means the whole renderer needs to be rewritten.
- All 3 renderers (Dx9, Dx11, Vulkan1.3) have had EXTENSIVE optimization done. The big winners are Dx11 and Vk13 because due to their more modern nature, they were much more fixable (Vulkan even more so than DX). Dx9 did receive some boost but it's limited by how much optimizing it can receive.
- CPU multithreading is not enabled outside of loading and depending on how the performance reacts to these changes, it might not be needed. Vulkan does do it's own mini multithreading on the video card btw (which DX11 does not)

- One special note about Vulkan and Vsync. If you turn on Vsync, it DOES actually stick to your monitor's refresh rate HOWEVER because I had to enable a special version of the Vsync specifically for Vulkan, it won't display the limited fps count. So you will still see a high count despite the game running at the true limited number. The reason for this is the menus, without enabling this weird Vsync method Vulkan would refuse to return to the regular menu.

Multiplayer fixes:
It turns out, the reason the trucks went flying was because I decoupled the physics from the graphics. So now things were smooth offline (unless you are Rudee's HDD) but it went crazy when calculating online positioning. So that is hopefully fixed.
With that being said, in order to fix that I had to change the way online works. From now on people should HOST and/or JOIN using UDP/IP (direct connect) option. In terms of playing, it looks functionally the same as TCP/IP. You select to join and click UDP/IP and below a Direct Connect option appears with a box to enter the IP address. Key in the IP address, then select the Direct Connect (a temporary quirk sorry) and then click OK. It should connect now. This will also save the last used IP address so if you play and someone regularly hosts, you don't even need to enter the address a second time.
When hosting more than 2 people, it is recommended for the person with the better internet to host as he/she will act as a temporary server between all players and will relay information, meaning it uses a little more bandwidth than the others.

Long latent bug of checkpoints not triggering for the opponent during races (and thus leading to desync issues) has been fixed. Found by mistake while I was fixing online drags.
Since I only have 1 extra laptop, all the online testing has been done using 1v1. Implementing anything above 2 players in theory should work but I have no idea how the game will react or if there are any bugs. Please let me know.

One workaround fix for the current menus: I realized in online you cannot access the end/leave game anymore because I am hiding the menu bar and no amount of clicking brings it back. Well, now you can access it but first you have to hit F4 to bring it to windowed mode and the menu bar is visible. This is a permanent workaround until the menus are completely replaced.

Multiplayer Drags:
The above also helps out with playing drags in multiplayer. Back when I made comm patch 2, I mentioned how drags occasionally go out of sync (connected to the checkpoint bug). Well not anymore. Now they are always in synch. However, people need to be aware of a limitation which cannot be fixed with the current game.

1. The latency issue will mean that where the opponent is on your screen will never be 100% accurate. For normal racing it is not such a big issue but for drag racing where it's neck at neck this is gonna look a little off. Your truck will always be ahead of the opponent and if it's not, you are really behind :p
2. The timing on each players computer is correct. So every time the game says "go" it calculates the lap time correctly on each person's end. So at the end game, in close finish lines, once the game syncs you will have the correct result. I know this is a bit of a downer when you have to see a screen to know who really won but it's just not feasible with high latencies. The lower the latency the more accurate the opponent's position is.
3. Remember, the one downside right now is that if you have more than 2 people trying to join a drag it might crash or do weird things. This will be something that will be looked at when I change the menus as there needs to be a deterministic way of choosing who runs the drag and who spectates and right now with the current menu that is impossible to achieve.

Various fixes:
- There's a bloody toggle for those stupid facing trees. Have fun :p (it's in advanced graphics)
- Next to VSync there's a 3X Buffer toggle too. So now you can toggle vsync and triple buffer independently inside the game. The theory is that you usually want to run 3X Buffer with Vsync but mileage can vary... it's also something that I probably need to fine tune with my code, so once Rudee tells me it's broken we will have some fine time doing various tests to see if I can improve it ;)
- i fixed the offline rumbles crash because Kmaster can't stop clicking them. Joke, I actually had that fixed a day before he made a post about it :)
- If you have a missing file from the pod.ini the game now points out exactly what is missing. And upon clicking OK, the game exits correctly (no more lingering in the background where you have to kill the game manually)

I probably missed a bunch of other bugs that I fixed. Anyway, if a bug you mentioned in the previous thread is still there please mention it again. I have lost track of what I tried to fix. Implementing Vulkan was a bit of a pain in the ass but I have to admit, the end result is probably worth it.

https://www.mtm2.com/~mtmg/misc/Beta0.49hotfix1.zip
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by OG_RuDeE »

--- Oops, I deleted your post :/ - Fila
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Oh oops, I accidentally deleted your post when I wanted to quote it and I missed what your last sentence was :/ First two were that you getting lots of fps and the second one was the menu issue, but I missed the last sentence.
Vulkan is crazy! 200-300 fps, smooth. Totally mind blowing! Sadly, after a race, menus don't show up on screen. They are accessible via keyboard, but in two tries, once I was stuck on the last image of the race and the other time on the blue loading screen. So, restarting the game to choose the next race is the work around. But, man, the performance is excellent!
Are you using vsync? If yes, try without. Vulkan has been VERY finnicky with these old menus. I too have run into it but I thought I fixed it because it stopped on my end but I guess not.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by OG_RuDeE »

No vsync, yes triple buffer.

Last sentence was that I'll be away from the gaming PCs for the next few days. So I won't get a chance to test properly until I come back.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

No worries. Sadly that's a bummer about Vulkan. And I will not spend time fixing that specific thing because the next big step (and probably Comm Patch 3) is going to be reworking the menus and once that happens, the current Vulkan issue is gone (and then I can activate the traditional Vsync on Vulkan). No use of wasting time trying to fix that when it's going to be gone in a week or two.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Ford-chan »

Vulkan has turned out to be the definitive renderer for me so far, no issues. :mrgreen:

Also, I do happen to notice a brief 0.5 blue screen before black to race start, but it still works well as intended.

EDIT: The menus not showing up bug isn't happening on my end, with or without VSync turned on, I take it that this all within the issues surrounding AMD cards? (mine's NVIDIA)
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Yeah, it's very likely an AMD/Vulkan/Old Menu issue. The bug was present on Nvidia too but since I have nvidia it was easier for me to find a fix. Clearly the same fix does not work for AMD so it would require additional work and harder for me to test.

The blue screen is the Vulkan equivalent of the black screen on Dx9/11
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Btw a heads up to everyone. Using Print Screen to take screenshots with Vulkan DOES NOT WORK. This is an issue between Vulkan and Windows, nothing I can do about it. If you use the windows game bar or whatever that thing is called, (windows key + alt + print screen) then it does work!
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Ford-chan »

Fortunately, I'm using NVIDIA overlay to take screenshots from this point onwards.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Does anyone know where MTM1 saved those track details?
Oh found it, they have a .txt file.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Kmaster »

hell yes! a big middle finger to microsoft and huge step into the right direction. Again, great work Fila. i'm too busy right now to test it but i'll let you know how my testing goes as soon as i can.

hey but what happened to the track palette? you said you were gonna kill that thing on the next beta. or something like that? are we having a patch to remove limitations (i think this is a recurrent topic)?

of course i couldn't stop clicking rumbles. theres a reason they're there (to annoy me FOR YEARS with their stupid multiplayer warning) and i also need to click things because i'm an idiot. i think you should just enable offline rumble play and not worry about dumb AI. that way we can test rumbles more easily without going into z-mode.

i'm glad the GUI is getting reworked into something more flexible and not limited to Windows' controls. shall we add to the wishlist the possibility of a windowed mode (I don't know why I forgot that)
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by KF2416 »

Kmaster wrote: Mon Jul 20, 2026 9:05 am hell yes! a big middle finger to microsoft and huge step into the right direction. Again, great work Fila. i'm too busy right now to test it but i'll let you know how my testing goes as soon as i can.

hey but what happened to the track palette? you said you were gonna kill that thing on the next beta. or something like that? are we having a patch to remove limitations (i think this is a recurrent topic)?

of course i couldn't stop clicking rumbles. theres a reason they're there (to annoy me FOR YEARS with their stupid multiplayer warning) and i also need to click things because i'm an idiot. i think you should just enable offline rumble play and not worry about dumb AI. that way we can test rumbles more easily without going into z-mode.

i'm glad the GUI is getting reworked into something more flexible and not limited to Windows' controls. shall we add to the wishlist the possibility of a windowed mode (I don't know why I forgot that)
That's what I'm saying.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Shockwave_S08 »

Seems like game audio is slightly garbled when using the new Vulkan renderer. Also appears that the win/loss FMV's fail to randomly cycle after finishing a race, instead playing the same one every time for your current session.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Shockwave_S08 wrote: Mon Jul 20, 2026 10:26 am Seems like game audio is slightly garbled when using the new Vulkan renderer. Also appears that the win/loss FMV's fail to randomly cycle after finishing a race, instead playing the same one every time for your current session.
Is it just with vulkan or with dx11 too?
And if just with vulkan, what fps are you getting and are you running vsync or not? (And try the opposite and see what happens)

Vulkan is a video renderer only and I did not touch the audio at all. So the only way I can see this be affected is if it's running too many fps and there's something in the audio code affected by that. Just surprising I don't get it when I have constantly 300fps.

The fmv is most likely a consequence of having to do a workaround to get vulkan to work with the menus in the first place which falls into the same category as Rudee. I won't do a hot fix when I'm actively working on replacing the menus (already started) which will fix these issues.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Shockwave_S08 »

How will these full menu replacements look, I wonder? And will they include the user manual from the Monster.HLP file, integrated directly into the game instead of using the old and busted Windows Help format?
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Haha. Good question really. Right now I'm just working on getting the functionality and the look will be decided once everything works. I have a vision for it but not sure if it will land. I will look into seeing if I can bring back the monster.hlp file.
Let me know about the Vulkan/FPS thing so that I can try and figure out why your sound is garbled. That has nothing to do with the menus and will need a fix regardless.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Shockwave_S08 »

Truck reflections are way too bright in MTM2 Graveyard's "bowling coffins" area.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Shockwave_S08 »

Fila wrote: Mon Jul 20, 2026 6:23 pm Let me know about the Vulkan/FPS thing so that I can try and figure out why your sound is garbled. That has nothing to do with the menus and will need a fix regardless.
On MTM2s Excavation, average was between 200-270FPS on Vulkan with triple-buffer V-Sync. With said V-Sync disabled, it was between 180-225FPS.

Also made the mistake of changing V-Sync in the middle of a race, turning all truck tires into a chunky blocky mishmash. Quitting the race and restarting fixes that up.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Shockwave_S08 wrote: Mon Jul 20, 2026 8:17 pm Truck reflections are way too bright in MTM2 Graveyard's "bowling coffins" area.

most_recent.jpg
Oh that's a bug there. Will have to look to see what is going on.


I should keep that Vsync thing for funsies :D
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Shockwave, try this hotfix.

1. It fixed the reflections in graveyard (it was a universal bug btw, not just graveyard)
2. Please let me know if you still get garbled sound. Test with vsync on and with vsync off and let me know if there is a difference. If sound is correct with vsync on and garbled with vsync off or vice versa or no change.

I have not fixed the vsync tire issue yet. Will do that later.
Others can download this too since the reflection bug applies to everyone using vulkan.

https://www.mtm2.com/~mtmg/misc/Beta0.49hotfix1.zip
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