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exvs2-poc's Issues

game is all shutdown in 2.0.0

the game frozen and shutdown itself after I selected the interface name in Radmin VPN and clicked the start clicent button.
c

before, the game is fully launchable if I use the 1.1.0 version

[POC2]Game models exhibited visual misalignment under 720p.

Describe the bug
LM RUNNING ON:
cpu: i3-13100 gpu:uhd730
CLIENT RUNNING ON:
cpu: i7-1165g5 gpu: mx450 2G vram

Because my laptop didn't have sufficient specifications, I used other software to change the game's main program(vsac25_Release.exe CRC-32: a676c2e9) native resolution from 1920x1080 to 1280x720.
In POC version 1.1, playing in 1280x720 worked fine.

In POC version 2.0, playing in 1920x1080 also worked fined.(but 2G VRAM is insufficient in 1080p)
However, when playing with the game's main program set to 1280x720, the game models exhibited visual misalignment.
I think the visual misalignment in non-native resolution is cause by Cross CPU play patch.
图片

To Reproduce
Modify game's main program native resolution from 1080p to 720p.

Expect
Game works in 720p properly as POC1.1.

It's not a bug, but it's a question from me

I'm a exvsxb player
And I want to ask you that do you guys anything about the file with ".fhm2d" in "data\x64\dplcache_release".
I think the files like that may be the models of xb. I want to know some clues to extract them.

Support for AMD Vulkan shader cache

I am currently using AMD GPU (24.4.1) and dvxk and vdk3d-proton to get to work.
There are some hiccups where if you immediately go online and fight X2 or Calamity (there might be other suits too, I think V2 also), the game will throw up a service error (probably due to desynch) or stutter strongly, forcing me to go to the service menu.
To fix this, I must go to the training mode with the two suits and then it will work in vs mode against other people.
Unfortunately it seems that the shader cache it makes is lost upon game shutdown.
Would there be a way to create a link or folder to where this cache is being stored so that it can be referenced in the future?

ForceBindIP and multile clients

I am trying run the LM and multile clients on the same machine without hyperv.
图片
图片

As you can see, I make a LAN network on my PC by using N2N and multile Tap-windows Adaper
After that, I try make lm and clients using different Tap-windows Adaper.
The problem is the Ip address settings on config.ini is totally useless. To force vsac25_Release.exe using which Tap-windows Adaper I want, I set that Tap-windows Adaper metric number to 1, and other adaper using automatic metric, and using ForceBindIP64.exe to launch lm or client
Finally it work
图片

Game LM live streaming doesn't work

using POC2.0.0,when playing 2v2,live streaming just show the loading and can't get in.
This feature doesn't work well.
All the client and LM is connect to the same Server.

game becames slow motion when use the DirectInput

Describe the bug
game becames slow motion when use the DirectInput

To Reproduce
it's normal when I use a Keyboard to play, but when I connect my joystick(HORI-092),the game became slow motion,the frps looks like only 15-20, all buttons are normal functional.

Expected behavior
just play as normal as using a keyboard.

Ip Address

Describe the bug
I was able to use the software without issues on version 1.1.0, but since upgrading to version 2.0.0, I've been encountering errors while trying to continue using the IP Address mode. When I switch back to version 1.1.0, it works again. I would like to mention that I am not using Radmin; instead, I using EasyN2N. Could you please assist me in resolving this issue?
*IM MODE

image
image
image

BEX64 error

Windows error reporting event name: BEX64 occurs frequently in the Windows Event Viewer.
Problem signature P1: vsac25_Release.exe.
When this error screen occurs frequently, the game may hang.
This occurs even when the game is not running.

Feature: extend or freeze player queue timer when game mode = in-store teams (店内・チーム)

This would be a QoL improvement (similar to the removal of the PCB1&2 error on Live Monitor, etc.) when using Free Play mode as the default timer is very short.

If the queue timer runs out a player solo queues into teams mode with a locked CPU partner for the duration of their credit. As far as I understand this is never wanted by players including opponent teams in the same PCB group. The only purpose is to keep the menu times short when not in Free Play mode.

There is no equivalent timer in in-store shuffle mode as matching is performed for the duration of the credit.

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