redm: draw text/sprite blinking
What happened?
Since last update ~5 days ago all draw text/sprite are blinking on redm
https://medal.tv/fr/games/red-dead-2/clips/jwuwolaLc6eS6P-1M/AcuyyywyhC9T?invite=cr-MSxoYnIsMjM1OTY4OTMwLA
Expected result
Not blinking
Reproduction steps
All draw text/sprite are used with SetDrawOrigin / ClearDrawOrigin
Importancy
Slight inconvenience
Area(s)
RedM
Specific version(s)
all
Additional information
No response
Can you show example code?
const position = GetEntityCoords(PlayerPedId(), true);
setTick(() => {
Citizen.invokeNative(0xE10198D5.toString(16), position[0], position[1], position[2], 0); // SetDrawOrigin
SetTextScale(0.30, 0.30);
Citizen.invokeNative('0x50A41AD966910F03', 255, 255, 255, 215); // SetTextColour
const str = Citizen.invokeNative('0xFA925AC00EB830B9', 10, 'LITERAL_STRING', 'Blinking text', Citizen.resultAsLong());
SetTextCentre(true);
Citizen.invokeNative('0xD79334A4BB99BAD1', str, 0.0, 0.0); // DisplayText
Citizen.invokeNative('0xC9884ECADE94CB34', 'generic_textures', 'hud_menu_4a', 0.00000001, 0.0125, 0.11, 0.022, 0.1, 1, 1, 1, 190, 0); // DrawSprite
Citizen.invokeNative(0xDD76B263.toString(16)); // ClearDrawOrigin
});
On medal video player have an RTX 3060
Me i have GTX 1070 OC and i don't have the issue
I have ask to other server owners, they have same behavior.
When you ALT Tab you see it more, some change has impacted drawing performance
I have tested in Lua and I don't have an issue with it. tested using with invoking natives and declarations
CreateThread(function()
while true do
Wait(0)
local position <const> = GetEntityCoords(PlayerPedId(), true)
SetDrawOrigin(position.x, position.y, position.z, false)
SetTextScale(0.30, 0.30);
SetTextColor(255, 255, 255, 215)
local str = VarString(10, 'LITERAL_STRING', 'Blinking text')
SetTextCentre(true);
BgDisplayText(str, 0.0, 0.0)
DrawSprite('generic_textures', 'hud_menu_4a', 0.00000001, 0.0125, 0.11, 0.022, 0.1, 1, 1, 1, 190, false)
ClearDrawOrigin()
end
end)
perhaps is an issue with javascript ? or has been fixed...
can you check again @Identity-labs also your video is not available anymore
I can't replicate this either (with the provided snippet, or this one)
const position = GetEntityCoords(PlayerPedId(), true);
setTick(() => {
SetDrawOrigin(position[0], position[1], position[2], false)
BgSetTextScale(0.30, 0.30);
BgSetTextColor(255, 255, 255, 215);
SetTextFontForCurrentCommand(1)
const str = Citizen.invokeNative('0xFA925AC00EB830B9', 10, 'LITERAL_STRING', 'Blinking text', Citizen.resultAsLong());
SetTextCentre(true);
BgDisplayText(str, 0.0, 0.0);
DrawSprite('generic_textures', 'hud_menu_4a', 0.00000001, 0.012, 0.11, 0.022, 0.1, 1, 1, 1, 190, 0);
ClearDrawOrigin();
});
You have both good hardware ?
I have a Geforce GTX 1070 and AMD ryzen7
This person have a GTX 1080 https://medal.tv/fr/games/red-dead-2/clips/jMRrAzSXgu9SAItuQ?invite=cr-MSxTazQsMjc0ODg0OTUzLA
Draw is done in setTick with only all required drawing natives no extra calls.
Overall of server resources is 0.5ms, the server has only one resource, only necessary tick/interval are running.
On my side i have GTX 1070 OC but it's not like this person, drawing blink once every 5~10 sec.
Like i say it's becoming worst around January 9 without any change on server resource.
Hi, having the same issue with RTX 4070 Super on a resource i'm working on
I've noticed some strange behavior Switching from day to night seems to increase the chance to flicker Having some ptfx, or at least smoke in the fields of view seems to increase the chance to flicker
https://streamable.com/tkv6ov
This can be revert plz https://github.com/citizenfx/fivem/commit/9313b36d04762fd14e4003c1f555857fae00013a This change has been push in production without any feedbacks from the community
When it's reverted it's totally fine.
https://github.com/user-attachments/assets/71dabab0-1a65-4f30-8ffc-829e541c7fa6