MTM2 Beta Patch 0.47 - Improving from .46

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OG_RuDeE
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

Fila wrote: Fri Jul 03, 2026 12:21 pm Nope. But for tracking purposes they track if its their own fault or not for the slowdown. Doesn't help you visually :)

I'm curious if turning those settings off does anything and whether the GPU clock stays put.
Which settings should I turn off?

Also, racing with the sonic trucks now, and the aidiag is empty (which is good for just racing). Cancel that, stuff showed up in the file after a few races.

My main concern was just to save myself from having to delete the files periodically, but it's no biggie.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

OG_RuDeE wrote: Fri Jul 03, 2026 12:32 pm
Fila wrote: Fri Jul 03, 2026 12:21 pm Nope. But for tracking purposes they track if its their own fault or not for the slowdown. Doesn't help you visually :)

I'm curious if turning those settings off does anything and whether the GPU clock stays put.
Which settings should I turn off?

Also, racing with the sonic trucks now, and the aidiag is empty (which is good for just racing). Cancel that, stuff showed up in the file after a few races.

My main concern was just to save myself from having to delete the files periodically, but it's no biggie.
These ones:

- Re-run with in-game V-Sync off ("Flicker Reduction" in 3D Hardware Options) — if the 30ms toggles vanish or become raw ~27ms, the quantization half is confirmed.
- Watch the GPU core clock in the Adrenalin overlay during an episode — if it's idling around 500MHz mid-race, that's the whole story.
- Give monster.exe an Adrenalin per-game profile: Radeon Chill off, Enhanced Sync off, FRTC off, power mode to maximum.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

In game Vsync off.
Custom monster profile in adrenaline. No options for FRTC or power mode. Essentially, everything's toggled off. I did add monster.exe to window's display --> gaming list off apps and set it to default to the 5600 XT with high performance.
Core clock stays well above 1000 mhz mid race. Average frame time starts off bad, but ranges in the teens mid-race.
Does looking at this help at all: https://docs.google.com/spreadsheets/d/ ... drive_link

Edit: Playing a few more races, those ~40ms frame times seem to happen on the black screen while stuff is loading. Once the track starts being drawn, that does down into the teens.

Also, I'd say the game is very enjoyable now on my 5600 XT with only minor things to complain about. 6650 XT may be another story, I'll need to do more testing there.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Ford-chan »

A couple of other bugs with the Drags...

- On random occasions, when the trucks spawn upon startup, they'll get tossed around out of place to where you have to manually adjust yourself straight to stage again. Heck, it's been a bug when the first Drag patch came out 8 years ago.

- Although both the Stock and Cale trucks now fully stage without problems, certain addon trucks still have this problem where they'll just be completely stationary without pulling up to stage. Slickster's Wild Thang is the only truck I've found so far with this issue. https://mtm2.com/~trucks/dl.php?dl=4433
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

Yeah during the black screen the game calculates all the shadows. Eventually when I'll move this to a proper 3D menu it is going to be easier to hide it, right now it's a pain.

Anyway, here is a new build for you to test.

http://www.mtm2.com/~mtmg/misc/Beta0.47_Rudee_test6.zip

Delete all the .txt logs first as usual. No more AI test for this one, that is done.
Please make sure to run the tests with v-sync off. It gives a better reading if/when slow downs happen than with v-sync, the issue is trying to find the root cause and v-sync can hide it.
I have discovered that some specific sounds, like the water splash sound, was not pre-cached by the game which means every time you hit the water it would actively search for it on the HDD to load it. Why it affects one system and not another one can depend a lot on how the operating system is configured, how the motherboard is configured etc

Copy both the .dll and the .exe files.

Test both bobsled and quid pro, especially since you seem to have more of these issues on quid pro right now.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

From the 5600 machine (ssd): https://drive.google.com/file/d/1BqmMei ... drive_link, https://drive.google.com/file/d/1vf6eeq ... drive_link

Bobsled felt more choppy overall.

For the 6650 (hdd): https://drive.google.com/file/d/1TemMJR ... drive_link, https://drive.google.com/file/d/1FO_g1S ... drive_link

With the full field in view I'm getting fps in the 60's consistently. As soon as I'm on my own it bumps well up into the 100s. Still have some serious stutters on the 6650 machine.

Did you need the perf files too?
Last edited by OG_RuDeE on Sat Jul 04, 2026 10:05 am, edited 1 time in total.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

So, I had to try the ssd on my 6650 xt machine, and performance was much better. Bobsled didn't even generate a hitch file! Here is what came from quid: https://drive.google.com/file/d/1lQ9XnS ... drive_link
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

http://www.mtm2.com/~mtmg/misc/Beta0.47_Rudee_test7.zip

New test, copy both .exe and .dll

Do them on the HDD drives.

This one is going to be a little more involved, sorry. But there is also a genuine concern that the issues you are having with the 6650 might be genuinely from your system not interacting well with the game when on the HDD (as evidenced by working fine on the SSD), having background operations (windows memory paging, antivirus etc) coming into conflict with MTM2. While AI is pretty good at doing things, it's not great at coming up with very specific edge case fine-tuning solutions and your situation might have reached the max of my understanding and I'm not able to steer the AI into finding the right way to fix it.

So do the following tests:
V-Sync off - bobsled/quid
Send over the perf, sndperf, hitch txt files

Then the same but with
V-Sync on

THEN, go to system and edit monster.ini. In the graphics section scroll down to find tripleBuffer=1, change that to a 0, save the ini and run the same tests again with V-Sync On.

The tripleBuffer thing is hopefully a way to fix your issues when running Vsync on.


And one specific test for the SDD, this one only on quid pro

V-sync on
tripleBuffer=1 (enabled)

and then one with
V-sync off
tripleBuffer=0 (disabled)
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

I removed the link, I wanna do a few more things on my end first
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

I think I won't be able to test today, but I will do the tests as soon as I can, hopefully early tomorrow.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

Ok Rudee, I re-added the download link in my post above. I have done some significant changes to behind the scenes logic that HOPEFULLY helps you out. On my machine, I actually received somewhere around 30-40fps boost but my game never went below 100fps to begin with and never has stutters so it's harder for me to test any real performance improvements.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

Ok for everyone else, here is hotfix 2.

It pretty much has all the changes I've been doing with Rudee minus the .txt outputs which affect performance a little bit. Hopefully this fixes some of the issues that have been reported in the meantime (like the messed up textures on SLO Construction).
I also fixed the lines in the drags. Now they will not go through the stadium anymore and they don't show up in Cale's beta drag because they are placed incorrectly (as in, they render under the ground and thus you can't see them now).

I have also started working on the groundbox/crushed cars dead stop issue. This is proving more difficult than I would have liked. There is an improvement right now BUT the reality is that some of the placement of the models are so bad with such big gaps (in the mtm1 stock drags) that there is a risk of overfixing this and affecting collisions with other models when it shouldn't. So this is going to be a longer process of fine tuning and experimenting but let me know if you guys see a general improvement.

http://www.mtm2.com/~mtmg/misc/Beta0.47_hotfix2.zip

I haven't touched Kimiko's stadium issue yet, gonna focus on that one once Rudee's testing is done.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

Ford-chan wrote: Fri Jul 03, 2026 4:31 pm A couple of other bugs with the Drags...

- On random occasions, when the trucks spawn upon startup, they'll get tossed around out of place to where you have to manually adjust yourself straight to stage again. Heck, it's been a bug when the first Drag patch came out 8 years ago.

- Although both the Stock and Cale trucks now fully stage without problems, certain addon trucks still have this problem where they'll just be completely stationary without pulling up to stage. Slickster's Wild Thang is the only truck I've found so far with this issue. https://mtm2.com/~trucks/dl.php?dl=4433
I think sometimes the game saves the previous state of the truck's movement and when a new race loads it still acts on that movement. Not an issue for regular race tracks, bigger issue for drags. Will look into it.
Will look into the staging issue too. Zoon's lunar lander from zoon moon doesn't wanna stage either :D :D :D
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

Actually, Kimiko this is a good test, can you show me a picture of how the trans stadium looks again? and make sure you capture the drag line too (the one that in your previous pictures went long, the center ones)
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

I did get a chance to test!

https://drive.google.com/file/d/1OOqHHp ... drive_link, https://drive.google.com/file/d/1tlvJui ... drive_link

Only ran Bobsled there. Wtih vsync off, saw a frame rate improvement on Bob, but more noticable hitching. With vsync on, the game is unplayable.

Working on sdd now.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

Have you done the tripleBuffer on/off when using vsync? (by default it's on so you have to turn it off in the monster.ini)
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

6650 ssd tests: https://drive.google.com/file/d/14IgPLo ... drive_link, https://drive.google.com/file/d/1LMImjO ... drive_link, https://drive.google.com/file/d/15sR_vW ... drive_link, https://drive.google.com/file/d/1GVH3ZH ... drive_link

I realized after Bob, that you only needed Quid. So, there's both. On both tracks, game runs perfectly on SSD. As good as I could hope. Hitch files weren't even generated with vsync on.

One question: Isn't triple buffering an openGL vSync? Curious how it's relevant for Dx9?
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

Fila wrote: Sat Jul 04, 2026 6:33 pm Have you done the tripleBuffer on/off when using vsync? (by default it's on so you have to turn it off in the monster.ini)
For the HDD test, triplebuffer must have been on for both as I didn't touch it. You only mentioned it in the SSD section. Should I redo the no vsync test on HDD with triple=0?

Edit: Here's the 6650 on hdd with both vSync and triple buff off: https://drive.google.com/file/d/1GeiQtM ... drive_link

Runs very smoothly on Bob.

If vSync and 3xbuff need to turn on and off simultaneously, shouldn't the toggle in game take care of that?
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

OG_RuDeE wrote: Sat Jul 04, 2026 6:36 pm
Fila wrote: Sat Jul 04, 2026 6:33 pm Have you done the tripleBuffer on/off when using vsync? (by default it's on so you have to turn it off in the monster.ini)
If vSync and 3xbuff need to turn on and off simultaneously, shouldn't the toggle in game take care of that?
There is triple buffering support for Dx9 too. And that's what I'm trying to figure out, having them on/off separately helps trying to figure out where the issue is coming from in the first place. In general if you have vsync on you wanna have triple buffer on too. And adding a separate toggle for testing is a pain in the butt because of how hard it is to work with the mtm2 menus. (these menus were never meant to be used for video gaming ffs)

I'll look over them and see what's up.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

OG_RuDeE wrote: Sat Jul 04, 2026 6:36 pm
Fila wrote: Sat Jul 04, 2026 6:33 pm Have you done the tripleBuffer on/off when using vsync? (by default it's on so you have to turn it off in the monster.ini)
For the HDD test, triplebuffer must have been on for both as I didn't touch it. You only mentioned it in the SSD section. Should I redo the no vsync test on HDD with triple=0?

Edit: Here's the 6650 on hdd with both vSync and triple buff off: https://drive.google.com/file/d/1GeiQtM ... drive_link

Runs very smoothly on Bob.

If vSync and 3xbuff need to turn on and off simultaneously, shouldn't the toggle in game take care of that?
How's quid pro on HDD with both vsync/3xBuffer off? You said on it's unplayable.
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