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For people dealing with performance issues, i dont know why, but when i open gh after log in, i get serious performance issues, and when i open gh before login it runs without any problemns, i have a very robust setup. And no, i didnt change any configurations on both GH and Game itself.
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Post Thanks / Like - 2 Thanks
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Member
Originally Posted by
andreluizlpg
For people dealing with performance issues, i dont know why, but when i open gh after log in, i get serious performance issues, and when i open gh before login it runs without any problemns, i have a very robust setup. And no, i didnt change any configurations on both GH and Game itself.
WOW! I've been starting GH in my hideout after log in. Opening POE2 and starting before actually logging in totally fixed my issues. Why is this happening? Why is GH acting differently pre/post login? andreluizlpg YOU ARE A CHAMP FOR POSTING THIS!
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Originally Posted by
LordMorpheuz
Still having major game slowdowns when using GH - it's like the game is running at half speed in maps, very graphical and input laggy, yet cpu usage is like 20% for game and less than 5% for GH. It's not related to ping. Game runs flawlessly when not using GH. Tried all combos of graphic settings/DX versions/Vsync, no luck. I've tried troubleshooting this issue with OP and tried Parallelism on -1, 2, and 4 no luck. Same issue when using performance stats/set to minimum. Stats show GH is running same FPS as game while experiencing the slowdown (tried with and without vsync in game and GH). Anything else I can try to get this resolved? Anyone else having these issues?
Sorry about thatā¦.cant think of anything else..hopefully someone else will..
Originally Posted by
wowmerq
So I'm completely new to PoE and how things like this work. Every other multiplayer game obviously puts effort in to detecting and banning accounts. Is PoE the same with these kinds of tools? Or does PoE not care and no one ever gets banned from these things since it's kind of a single player game with unique multiplayer intertwined?
Is the risk the same as trying to use bots in any other game or is PoE known to be care-free for using this without worrying about bans?
Donāt use bots and donāt do RMT and follow limited user method. You will be fine.
Originally Posted by
vaskbp12
For some reason I can get the FLAME WALL actor number for infernalist but when I play deadeye I cant find it, any reason for that?
No idea, I am not playing dead eye right now.
If I did not reply to you, it mean the question you are asking is stupid.
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So seems like gamehelper not saving my settings or my changes in Autokeytrigger?? Which is weird never had this issue before. Is there a option/tab for manual saving? Is there a certain file i need to delete and start over ?
thanks
CORRECTION
I GOT IT FIGURED OUT
Last edited by nopeisthename; 12-21-2024 at 09:02 PM.
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Member
Originally Posted by
GameHelper
Sorry about thatā¦.cant think of anything else..hopefully someone else will..
Donāt use bots and donāt do RMT and follow limited user method. You will be fine.
No idea, I am not playing dead eye right now.
If I launch GH before logging in I have zero issues. (launch game to login screen, launch GH, then proceed to login)
Any idea what could be causing this? What's different at the login screen compared to in your hideout? In any event my issue is resolved but anyone else having performance issues should try this method.
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Originally Posted by
LordMorpheuz
If I launch GH before logging in I have zero issues. (launch game to login screen, launch GH, then proceed to login)
Any idea what could be causing this? What's different at the login screen compared to in your hideout? In any event my issue is resolved but anyone else having performance issues should try this method.
that's weird...everything that the GH read/see is in DV...can u check what is in DV when u launch at login while in the zone causing issues.....
vs the other option...also when you change area/zone...99% of the stuff is refreshed and old stuff is removed....so I am not sure why area change wouldn't fix the issue then...
If I did not reply to you, it mean the question you are asking is stupid.
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Member
Originally Posted by
GameHelper
that's weird...everything that the GH read/see is in DV...can u check what is in DV when u launch at login while in the zone causing issues.....
vs the other option...also when you change area/zone...99% of the stuff is refreshed and old stuff is removed....so I am not sure why area change wouldn't fix the issue then...
There are a lot of areas in DV, any that I should specifically focus on?
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Originally Posted by
LordMorpheuz
There are a lot of areas in DV, any that I should specifically focus on?
no idea....only u have managed to reproduced and in deterministic steps...i am very curious...
If I did not reply to you, it mean the question you are asking is stupid.
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Member
Is there a way to dump everything in DV to a text file and then I can compare each state?
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Originally Posted by
LordMorpheuz
Is there a way to dump everything in DV to a text file and then I can compare each state?
nope....that would require a lot of work...maybe start by different sections...
If I did not reply to you, it mean the question you are asking is stupid.
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Member
for those having perfomance issue change your rendered to VULKAN
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Member
hey, sorry if off-topic since it's not really GameHelper app related. i was digging through the project's dll to fix a bug(taskbar gets hidden when the GameHelper is running for some reason, really annoying, but since nobody else reports this i figured it's just me), managed to fix it and also noticed there's some initialization logic in the main dll that calls VirtualProtect, instantly sparked interest and had to dig more but the relevant classes' IL is, like, completely broken(talking about Configurator.configure() and <Module>..ctor()), this is like the coolest thing ever. i basically gave up trying to understand what it does(my guess would be that it patches something inside it's own ProcessModule or coreclr dll maybe?). so my question is, is this a certain tool that does this sort of protection or it's some in-house thing you made yourself? if it's a tool, could you share more info? i work with stuff where we often have to protect enterprise business facing C# apps and i've never seen this thing before. thanks! (sorry it ended up being a long text, not sure how to contact directly so i'm writing here)
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Member
Originally Posted by
burger77777
hey, sorry if off-topic since it's not really GameHelper app related. i was digging through the project's dll to fix a bug(taskbar gets hidden when the GameHelper is running for some reason, really annoying, but since nobody else reports this i figured it's just me), managed to fix it and also noticed there's some initialization logic in the main dll that calls VirtualProtect, instantly sparked interest and had to dig more but the relevant classes' IL is, like, completely broken(talking about Configurator.configure() and <Module>..ctor()), this is like the coolest thing ever. i basically gave up trying to understand what it does(my guess would be that it patches something inside it's own ProcessModule or coreclr dll maybe?). so my question is, is this a certain tool that does this sort of protection or it's some in-house thing you made yourself? if it's a tool, could you share more info? i work with stuff where we often have to protect enterprise business facing C# apps and i've never seen this thing before. thanks! (sorry it ended up being a long text, not sure how to contact directly so i'm writing here)
Could you please share the taskbar fix with us?
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Member
Originally Posted by
zxcvbn911
Could you please share the taskbar fix with us?
I'm pretty sure i am not allowed to upload fixes like this, and it would break with the next release anyway. If GameHelper wants to, the fix is just simply subtracting 40px from the overlay client rect height
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zxcvbn911 (1 members gave Thanks to burger77777 for this useful post)
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Member
So it seems i managed to make gamehelper program think ...that open world is now a hideout?? So I just run gamehelper right now with run while in hideout. Is their a fix for this . I was just trying to get preload on maps and using save.
Then this Hideout problem issue showed up. I was trying to save preloads on maps so yea.
Correction again lol I was unlocking a hideout map......My Bad lol
I did however look at error log and got this. How ever i do not know WTF it means.
12/22/2024 12:50 AM Program exited with message:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.UnauthorizedAccessException: Access to the path 'D:\elgoto nsync\preload_dumps' is denied.
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.File.OpenHandle(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at System.IO.File.WriteToFile(String path, FileMode mode, String contents, Encoding encoding)
at GameHelper.RemoteObjects.LoadedFiles.ToImGui()
at System.RuntimeMethodHandle.InvokeMethod(Object target, Void** arguments, Signature sig, Boolean isConstructor)
at System.Reflection.MethodBaseInvoker.InvokeWithNoArgs(Object obj, BindingFlags invokeAttr)
--- End of inner exception stack trace ---
at System.Reflection.MethodBaseInvoker.InvokeWithNoArgs(Object obj, BindingFlags invokeAttr)
at GameHelper.Core.RemoteObjectsToImGuiCollapsingHeader()
at GameHelper.Ui.DataVisualization.DataVisualizationRenderCoRoutine()+MoveNext()
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
at ClickableTransparentOverlay.Overlay.<Start>b__27_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.ThreadPoolWorkQueue.D
Last edited by nopeisthename; 12-22-2024 at 04:47 AM.
Reason: Figured out my own mistake