Good fps but micro-freezing sometimes

135

Comments

  • FarrenFarren Join Date: 2005-03-13 Member: 45065Members, Reinforced - Shadow
    I find it odd that many things are loading multiple times in succession, even if they are only taking a few milliseconds each time. Eg: Loading 'fonts/agencyfb_smaller_bordered.fnt' : Line 251 and line 253. Wouldn't it already be loaded from before? Or does this indicate loading it from VRAM into the GPU's cache?

    As for stamp_large.fnt's nearly half a second load time, it was also loaded once before and took over 100ms, though that seems to have happened a long time before it's second 482.17ms load time so it might have been moved out of the cache/RAM by the time it was needed again.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Shqke wrote: »
    2 more
    That is exactly what I was looking for! Thank you! (The last two shots, as the first two were not expanded for me to investigate like the last two were)

    These items weren't on my list, so you have found something new!

    Please feel free to send me any instances where this happens with the top purple bars expanded, so I can have each one you find addressed. To: Ironhorse@unknownworlds.com


    Thank you for doing this, again!
  • SparkleSparkle Join Date: 2013-02-12 Member: 183001Members
    I gathered a couple more for you. I don't have anything as drastic as 500ms but some definite frame rate drops in an otherwise very stable machine. Are they OK linked on imgur?

    http://imgur.com/a/I8Qe6
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Thanks!
    So you know how at the top of the screen it says what is taking up the most resources in ms?
    Take the render thread for example. If it's taking up the most, then you should expand the rendering thread, which is usually down a bit more. You can use your mouse wheel to scroll down and then expand that specific thread to see what is being rendered. Two of your pics do not show this. They only show the logic/game code thread expanded when it was not the resource hog.

    The tool takes some getting used to, but it provides a lot of info.
    Thanks again! Feel free to keep em coming.

    There's another command I mentioned too that you can run *after loading the map and joining in the rr* : loadtimes true

    With this command , After you experience this hitch and have profile running, you can quickly check the console for what was loaded and how long it took. Take a screenshot. This only works for models and effects currently, so if its shaders then it won't report anything, but we can confirm what's going on at least when that "loading" thread trashes performance.
  • ShqkeShqke Join Date: 2013-01-28 Member: 182544Members, Reinforced - Supporter
    ironhorse wrote: »
    Shqke wrote: »
    2 more
    That is exactly what I was looking for! Thank you! (The last two shots, as the first two were not expanded for me to investigate like the last two were)

    These items weren't on my list, so you have found something new!

    Please feel free to send me any instances where this happens with the top purple bars expanded, so I can have each one you find addressed. To: Ironhorse@unknownworlds.com


    Thank you for doing this, again!

    I'll write down what happened each time i have it and take a screen, and i'll expend all the +. It's often when i just teleported, or buy a gun. And when i'm fighting (but it seems linked to a sound, like something destroyed)
  • ShqkeShqke Join Date: 2013-01-28 Member: 182544Members, Reinforced - Supporter
    FYI on azerty keyboard [ = ^ and ] = $
  • ShqkeShqke Join Date: 2013-01-28 Member: 182544Members, Reinforced - Supporter
    1 = first use of armory
    2 = building lab
  • ShqkeShqke Join Date: 2013-01-28 Member: 182544Members, Reinforced - Supporter
  • ShqkeShqke Join Date: 2013-01-28 Member: 182544Members, Reinforced - Supporter
    5 : just playing
    6 : just playing but may be related to exo firing
  • ShqkeShqke Join Date: 2013-01-28 Member: 182544Members, Reinforced - Supporter
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    This issue will be fixed in an upcoming patch.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Can you tell us what exact issue it is that will be fixed?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Many things not being pre cached
  • shonanshonan Join Date: 2013-01-28 Member: 182562Members, Reinforced - Shadow
    ironhorse wrote: »
    This issue will be fixed in an upcoming patch.
    yay!
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited February 2013
    In the meantime, in the options, be sure to:
    Enable multi core rendering
    and texture streaming
    But disable any vsync.

    It won't solve the issue you're experiencing but it'd cut out some of those texture loading hitches.
  • shonanshonan Join Date: 2013-01-28 Member: 182562Members, Reinforced - Shadow
    ironhorse wrote: »
    In the meantime, in the options, be sure to:
    Enable multi core rendering
    and texture streaming
    But disable any vsync.

    It won't solve the issue you're experiencing but it'd cut out some of those texture loading hitches.

    I can confirm gameplay seems smoother with less hitches after enabling texture streaming.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Too bad it makes you crash more...
  • ShqkeShqke Join Date: 2013-01-28 Member: 182544Members, Reinforced - Supporter
    same !
    I can confirm gameplay seems smoother with less hitches after enabling texture streaming.
  • geggisgeggis Join Date: 2012-11-01 Member: 165490Members
    edited February 2013
    Thanks Shqke, was just looking at your screenshots and noticed that you had quite a few in Cargo which seems to be a real culprit for me. Most of Veil runs smoothly until I get there, at which point things get choppier and choppier until I eventually have to quit out. I'll try and run this profiler and get some screenshots of my own posted up as this has been a problem for me for quite some time now.

    I noticed that bringing up UI stuff (the main menu, first load of map overlay, buy/evolve menus), phasing and respawning gives me micro-freezes too. Otherwise, framerates are usually nice and smooth.
  • ShqkeShqke Join Date: 2013-01-28 Member: 182544Members, Reinforced - Supporter
    Do you have texture streaming enabled ?
  • foolfoolzfoolfoolz Join Date: 2013-01-24 Member: 181835Members
    its anecdotal (although what isnt), but after this patch the micro freezes are much worse. it seems a lot more things have switched to become lazy loaded vs pre loaded, could just be my first run on the new version - including first load on descent.

    will post updates soon with timing
  • agallochagalloch Join Date: 2012-11-09 Member: 168650Members
    foolfoolz wrote: »
    its anecdotal (although what isnt), but after this patch the micro freezes are much worse. it seems a lot more things have switched to become lazy loaded vs pre loaded, could just be my first run on the new version - including first load on descent.

    will post updates soon with timing

    On my more powerful comptuer, I have a framrae rate hit

  • foolfoolzfoolfoolz Join Date: 2013-01-24 Member: 181835Members
    edited March 2013
    slightly different log format this time... anyway, here's my top 50 load times for veil, full log attached

    $ grep "Loading " ns.log | sed "s/Loading '\(.*\)' took \(.*\)ms/\2\t \1 took \2ms/" | sort -nr | head -50
    496.87   fonts/stamp_huge.fnt took 496.87ms, cumulative = 3.19s, systime = 1851.68s
    460.39   models/alien/lerk/lerk_view_spike.model took 460.39ms, cumulative = 1.24s, systime = 354.44s
    175.39   models/effects/arc_blast.model took 175.39ms, cumulative = 1.45s, systime = 421.42s
    109.31   models/props/descent/descent_repairdroid.model took 109.31ms, cumulative = 3.72s, systime = 1886.01s
    109.29   models/effects/phase_gate_portal.model took 109.29ms, cumulative = 0.49s, systime = 190.46s
    102.42   models/effects/frag_metal_01.model took 102.42ms, cumulative = 1.85s, systime = 720.84s
    97.89    ui/cursor_buildtargetenemy.dds took 97.89ms, cumulative = 2.29s, systime = 1268.83s
    94.02    models/effects/frag_babbler_egg_02.model took 94.02ms, cumulative = 0.68s, systime = 255.25s
    54.50    fonts/stamp_medium.fnt took 54.50ms, cumulative = 0.09s, systime = 124.67s
    50.26    ui/cursor_menudefault.dds took 50.26ms, cumulative = 0.26s, systime = 141.02s
    49.85    fonts/kartika_small.fnt took 49.85ms, cumulative = 0.16s, systime = 124.80s
    34.83    fonts/stamp_medium_0.png took 34.83ms, cumulative = 0.04s, systime = 124.67s
    34.72    models/props/descent/descent_hallway_01_lower.model took 34.72ms, cumulative = 3.42s, systime = 1885.66s
    32.53    models/marine/powerpoint_impulse/powerpoint_impulse.model took 32.53ms, cumulative = 0.20s, systime = 125.06s
    31.53    models/props/descent/descent_skybox_planet_01.model took 31.53ms, cumulative = 3.58s, systime = 1885.85s
    28.18    models/props/descent/descent_satellitearray_dish.model took 28.18ms, cumulative = 3.39s, systime = 1885.63s
    27.10    models/props/descent/descent_wallmods_01_mod01.model took 27.10ms, cumulative = 3.33s, systime = 1885.58s
    26.16    models/props/descent/descent_xbeam_01.model took 26.16ms, cumulative = 3.27s, systime = 1885.51s
    24.83    models/props/descent/descent_hallway_01_upper.model took 24.83ms, cumulative = 3.47s, systime = 1885.71s
    24.34    ui/cursor_aliencommanderdefault.dds took 24.34ms, cumulative = 0.28s, systime = 141.61s
    24.03    fonts/stamp_huge_0.png took 24.03ms, cumulative = 2.69s, systime = 1851.68s
    23.75    cinematics/environment/descent/descent_droid.cinematic took 23.75ms, cumulative = 3.61s, systime = 1885.90s
    23.62    models/props/descent/descent_hallway_01_floor.model took 23.62ms, cumulative = 3.53s, systime = 1885.78s
    23.44    models/props/descent/descent_wallmods_05b_pillar.model took 23.44ms, cumulative = 3.49s, systime = 1885.73s
    21.79    models/props/descent/descent_hallway_01_ring.model took 21.79ms, cumulative = 3.44s, systime = 1885.68s
    21.41    fonts/kartika_small_0.png took 21.41ms, cumulative = 0.11s, systime = 124.80s
    21.21    models/props/descent/descent_wallmods_01_90in.model took 21.21ms, cumulative = 3.31s, systime = 1885.55s
    20.89    models/props/descent/descent_hallway_01_light.model took 20.89ms, cumulative = 3.51s, systime = 1885.76s
    19.00    ui/cursor_friendlyaction.dds took 19.00ms, cumulative = 0.30s, systime = 142.66s
    18.91    ui/cursor_enemyaction.dds took 18.91ms, cumulative = 0.53s, systime = 194.25s
    17.93    models/marine/armory/health_indicator.model took 17.93ms, cumulative = 0.38s, systime = 188.31s
    17.01    ui/cursor_neutralaction.dds took 17.01ms, cumulative = 0.32s, systime = 144.05s
    16.39    models/effects/arc_shockwave.model took 16.39ms, cumulative = 1.47s, systime = 421.44s
    16.04    models/effects/frag_babbler_02.model took 16.04ms, cumulative = 0.50s, systime = 194.11s
    15.63    maps/skyboxes/descent.cinematic took 15.63ms, cumulative = 3.55s, systime = 1885.80s
    14.23    cinematics/main_menu.cinematic took 14.23ms, cumulative = 3.24s, systime = 1885.37s
    13.87    models/props/descent/descent_satellitearray_dish_base.model took 13.87ms, cumulative = 3.36s, systime = 1885.60s
    12.13    models/effects/frag_babbler_01.model took 12.13ms, cumulative = 0.52s, systime = 194.13s
    11.87    cinematics/alien/build/build.cinematic took 11.87ms, cumulative = 0.34s, systime = 152.00s
    9.78     sound/ns2.fev took 9.78ms, cumulative = 3.23s, systime = 1885.35s
    9.41     models/props/descent/descent_wallmods_01_90out.model took 9.41ms, cumulative = 3.34s, systime = 1885.59s
    9.37     ui/cursor_buildtargetdefault.dds took 9.37ms, cumulative = 0.33s, systime = 151.93s
    8.87     models/props/descent/descent_wallmods_05b_str1_clean.model took 8.87ms, cumulative = 3.28s, systime = 1885.52s
    8.84     fonts/agencyfb_large.fnt took 8.84ms, cumulative = 3.21s, systime = 1882.07s
    7.17     fonts/agencyfb_large_0.png took 7.17ms, cumulative = 3.20s, systime = 1882.07s
    6.94     models/props/descent/descent_hatch_01.model took 6.94ms, cumulative = 3.29s, systime = 1885.53s
    5.33     fonts/agencyfb_small.fnt took 5.33ms, cumulative = 3.22s, systime = 1882.07s
    4.31     models/alien/babbler/babbler.model took 4.31ms, cumulative = 3.59s, systime = 1885.86s
    4.16     fonts/agencyfb_smaller_bordered.fnt took 4.16ms, cumulative = 2.55s, systime = 1696.22s
    3.94     fonts/stamp_large.fnt took 3.94ms, cumulative = 0.58s, systime = 245.31s
    

    definitely a data point that this build is much choppier than the previous one. the 50th slowest file took 3.94ms, while in build 239, the 50th slowest file was 3.64ms. the worst offenders are 10x the previous worst offenders.
  • ShqkeShqke Join Date: 2013-01-28 Member: 182544Members, Reinforced - Supporter
    btw, with texture streaming enabled i still have sometimes some micro-freezes, hopes it will soon be fixed
  • Visor1Visor1 Join Date: 2012-01-13 Member: 140300Members
    Ghosthree3 wrote: »
    foolfoolz wrote: »
    is there a way to tell steam to relocate a single game? i wouldnt mind moving my ns2 install to my ssd. i keep it on the spindle because my entire steam folder is 38GB.....

    Curious about this as well, haven't got and SSD yet, but was looking into one for my OS only, my steam folder is 850gb so obviously, that isn't all going on an SSD. I would definitely put just NS2 on it though.

    http://forums.unknownworlds.com/discussion/117259/bad-performance-some-hints-and-tips/p1

    In what wasn't given much publicity, Valve changed the Steam client so that you can now install games to different hard drives at the same time. While you used to have to have all your games in the same directory; now you can specify a new directory on another drive. You can only have ONE directory with games per drive though.

    How does this help?

    If you're like many people you have an SSD drive running your OS. You also don't have Steam on the SSD since your games takes up a ton of space. So if you delete and reinstall NS2, you could install it into a directory on your SSD. While that won't fix any internal game performance issues, it will take out any possible chance that the hard drive will bottleneck your performance.

    To do this, first create a directory on your SSD. I just called it Steam off the root. Once done, when you install there will be an option that says "Choose drive to install to". If this is your first time installing to a new drive you will get a chance to pick the directory. After that you can only pick the drive and they all go in the same directory on that drive.

    I know it's not much, but every bit helps.
  • geggisgeggis Join Date: 2012-11-01 Member: 165490Members
    edited March 2013
    I get micro-freezes (which based on today's very short play session turned into mega-freezes) with texture streaming on. I don't remember things improving that much with it turned off. Anyway, I managed to take some screenshots of the profile overlay when things got really bad, hopefully this helps! Let me know if you'd like me to do anything else because I wasn't quite sure how to use the profile tool. I noticed when performance drops my ping increases but it doesn't seem like a latency issue, it seems more engine-related.

    puESxSP.jpg

    More images here: http://imgur.com/a/5HmKN

    Computer and connection details:
    I have a wired 1.2Mbps (slow I know, but absolutely fine for most games).
    i5 2500K (not overclocked)
    4GB DDR3
    GTX560 Ti
    No SSD

    I can run the game maxed out without any hitches and remember dropping the graphics settings to the lowest to see if it helped but don't recall it making a difference.
  • shonanshonan Join Date: 2013-01-28 Member: 182562Members, Reinforced - Shadow
    I recently started to suddenly get a lot of micro-freezing. Heres some profiler shots, first big hitches and afterwards small hitches:

    Big hitches:
    


    ib00CYgIs4Zq1m.jpg
    i6hmm2HjQZHBg.jpg
    iXL58TP1KwFiq.jpg
    ibjGPQD1zawJb4.jpg
    ibuYscYd3UyQm6.jpg
    iVXjK9zgdNZ8.jpg
    iC1hiHUnX7Ck5.jpg
    ibxZCH0TnjL8xV.jpg
    ibeZ8JffwwWuZt.jpg

    Small hitches:
    


    ipXzM3mK9KDLx.jpg
    itVUXyn1xWL8J.jpg
    iuwCgsP4pZyCq.jpg
    i2l6FDhsGfNTp.jpg
    iquroFpZXuhNc.jpg
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited March 2013
    Thanks for doing that shonan, but many of these shots are incomplete, as they arent showing everything.
    Take this one for example: https://i1.minus.com/ibeZ8JffwwWuZt.jpg
    See how near the bottom theres another long purple bar? Would help to see whats there, if you could scroll down with your mousewheel you can see it and expand it.

    The first pic of the profile taking up your resources isnt needed, thats just the hitch that comes with activating profiler.
    The ones that are interesting are the ones that are extremes like 90% game logic or 80% rendering, but unfortunately those ones aren't showing enough, like https://i2.minus.com/iVXjK9zgdNZ8.jpg
    It shows the rendering thread taking the most, but you have not scrolled down or expanded the rendering thread to expose what it is. :-/

    Good effort, and sorry that this tool isn't very user friendly.
  • TheslanTheslan TWG Signature Maker Join Date: 2004-04-27 Member: 28245Members
    Last few days (probably after the post big patch (build 241) I've been getting a lot of microstutters no matter where I'm at. Strangely, I see nothing in profiler, and my internet connection is solid. I see no hiccups there. I really wish I could give you more data, but basically after build 241 it's been mostly unplayable for me with a lot of rubber banding.

    And just for point of reference: I've tried other games just to make sure it's not me, and they have no issues.

    Any suggestions for data hunting?
  • TeranovaTeranova Join Date: 2013-03-10 Member: 183843Members
    In contrast to what other people have said, I started getting 1-2 second freezes once or twice a round. It happened a lot over a couple of days, then i turned off texture streaming and the freezes stopped. I read in another thread that if you turn it off, all textures load at the start of a map, so there is no delay on loading anything whilst in play. Possibly not relevant to the problems you are experiencing but thought best to mention as similar symptoms....
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