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@ook3D ook3D commented Oct 31, 2025

Goal of this PR

Cleanup unnecessary warnings in server console

How is this PR achieving the goal

upping the sizes for each warning level

This PR applies to the following area(s)

FiveM, Server

Successfully tested on

Game builds: ..
3258
Platforms: Windows, Linux
Windows

Checklist

  • Code compiles and has been tested successfully.
  • Code explains itself well and/or is documented.
  • My commit message explains what the changes do and what they are for.
  • No extra compilation warnings are added by these changes.

Fixes issues

image with the current values, red highlights vanilla untouched assets. image with proposed changed values

@ook3D
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ook3D commented Oct 31, 2025

#3693 relevant discussion here

@github-actions github-actions bot added the invalid Requires changes before it's considered valid and can be (re)triaged label Oct 31, 2025
@d22tny
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d22tny commented Oct 31, 2025

this will lead to even more problems. everyone is experiencing texture loss rn, low FPS, this will only help modders deliver bad assets. my view over this was that an asset that isn't optimized properly shouldn't even start.

i saw you are in hane mods, he delivers assets with warnings of 100 + mb. my entire server lost textures after my team added a mlo from him.

i get your idea tho, but for example a 30mb yft / ydd is too heavy. it wouldn't even gen warned about.

i agree tho with some ytds going a little bit over 16mb

that's only my opinion!

so what i'm saying the best warning is more filtered, ytd's should have a warning, yft's another warnings, ydd another warnings, ydr's another warnings.

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ook3D commented Oct 31, 2025

this will lead to even more problems. everyone is experiencing texture loss rn, low FPS, this will only help modders deliver bad assets. my view over this was that an asset that isn't optimized properly shouldn't even start.

i saw you are in hane mods, he delivers assets with warnings of 100 + mb. my entire server lost textures after my team added a mlo from him.

i get your idea tho, but for example a 30mb yft / ydd is too heavy. it wouldn't even gen warned about.

i agree tho with some ytds going a little bit over 16mb

that's only my opinion!

so what i'm saying the best warning is more filtered, ytd's should have a warning, yft's another warnings, ydd another warnings, ydr's another warnings.

You do realize there is vanilla assets that say these warnings currently right? Did you miss that part? How is it unoptimized if it's literally from rockstar themselves? You're missing the point of the PR.

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d22tny commented Oct 31, 2025

As i've said, 16+mb yft/ydr/ydd is too much. You're only showing ytd's. The warning size is general.
Those warnings were based on nta's research on texture loss.

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ook3D commented Oct 31, 2025

As i've said, 16+mb yft/ydr/ydd is too much. You're only showing ytd's. The warning size is general. Those warnings were based on nta's research on texture loss.

please link this research, the current "texture loss" issues is not caused by this.

@Luigi041
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Luigi041 commented Nov 3, 2025

The console was made to report warnings, errors, and debug information — it’s not meant to look pretty. It’s built to be functional, and trying to cover that up does more harm than good. It’s basically like drying ice — in the end, it literally changes nothing.

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ook3D commented Nov 3, 2025

The console was made to report warnings, errors, and debug information — it’s not meant to look pretty. It’s built to be functional, and trying to cover that up does more harm than good. It’s basically like drying ice — in the end, it literally changes nothing.

yet again, you are not understanding the point of this PR. why would there be warnings for assets rockstar has made? are these assets poorly made?

@Scullyy
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Scullyy commented Nov 3, 2025

With these proposed changes would Rockstar assets not still get the warning? The values still seem a bit low. Maybe also make the increments consistent like the original implementation too.

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ook3D commented Nov 3, 2025

With these proposed changes would Rockstar assets not still get the warning? The values still seem a bit low. Maybe also make the increments consistent like the original implementation too.

The goal is to have less assets show as warnings, and mainly the warning saying it will lead to issues, it's okay that it prints the size still

@d22tny
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d22tny commented Nov 4, 2025

With these proposed changes would Rockstar assets not still get the warning? The values still seem a bit low. Maybe also make the increments consistent like the original implementation too.

The goal is to have less assets show as warnings, and mainly the warning saying it will lead to issues, it's okay that it prints the size still

It leads to issues.

@ook3D
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ook3D commented Nov 4, 2025

With these proposed changes would Rockstar assets not still get the warning? The values still seem a bit low. Maybe also make the increments consistent like the original implementation too.

The goal is to have less assets show as warnings, and mainly the warning saying it will lead to issues, it's okay that it prints the size still

It leads to issues.

So are you going to prove that? You still have not linked this research you've mentioned, and like I said, the current "texture loss" issues are not related to assets with high memory usage.

@ook3D
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ook3D commented Nov 4, 2025

You can literally restream an unmodified rockstar asset and get an warning, how is that going to lead to issues, it's a flaw in the system

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