Idea how to figure out the leak

WhiteWolf22WhiteWolf22 Join Date: 2009-08-21 Member: 68559Members, Reinforced - Shadow
I just read that you guys are going crazy while trying to find that leak/crash...
My first thought is this:

Let us beta-testers record lots of detailed 'realworld' data for you about the performance - client- and of course server-sided. And that while recording a replay/demo-thingy, so you might develop a little tool that shows the performance as peaks while watching a recorded replay - and you might see exactly, what action causes the highest peaks in memory / cpu usage. Developing that little tool might take some time, but I am sure, it will pay off through reduced time to figure out the sweet spots to finetune. (what will result in a smooth game experience)

If you think now "WHOA, DUDE! thats gonna be too much of data!" then you might make it stop after 10 mins or so automatically. ^.^

What I want to say is: I am sure almost all of us preorderers are willing to support you with whatever we can do, so let us give you some real data instead of guessing and trial & error.

Comments

  • Bobby is going homeBobby is going home Join Date: 2010-04-11 Member: 71323Awaiting Authorization
    Im preeeeeetty sure finding a memory leak the old school way is much easier and faster then writing such a tool...
  • WhiteWolf22WhiteWolf22 Join Date: 2009-08-21 Member: 68559Members, Reinforced - Shadow
    edited November 2010
    Maybe they might find this one, big leak / crash a little faster with guessing and trying around, but with a well working performance analysis tool you can monitor *all* rough edges and see exactly which action ingame causes how much memory and cpu load (and framerate hits). With this information they'll be able to optimize the whole content - based on real-world-data instead of guessing from internal playtests or written feedback. This might be an investment in longer terms to save money and time. And writing that will not take too much time. These guys know their own engine very well, I think. :3

    EDIT: I agree your signature, Linux port ftw :)
  • MrYiffMrYiff Join Date: 2004-08-24 Member: 30867Members, NS2 Playtester
    I think its safe to say Max will have have been using a debugger for quite a while now :)
  • Live_FeedLive_Feed Join Date: 2010-07-15 Member: 72419Members
    get a bucket of water, dip ns2 in and look for the bubbles!

    D:
  • WhiteWolf22WhiteWolf22 Join Date: 2009-08-21 Member: 68559Members, Reinforced - Shadow
    <!--quoteo(post=1807499:date=Nov 20 2010, 04:18 PM:name=Live_Feed)--><div class='quotetop'>QUOTE (Live_Feed @ Nov 20 2010, 04:18 PM) <a href="index.php?act=findpost&pid=1807499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->get a bucket of water, dip ns2 in and look for the bubbles!

    D:<!--QuoteEnd--></div><!--QuoteEEnd-->

    ymmd :D
  • WhiteWolf22WhiteWolf22 Join Date: 2009-08-21 Member: 68559Members, Reinforced - Shadow
    <!--quoteo(post=1807496:date=Nov 20 2010, 04:14 PM:name=TheReaper)--><div class='quotetop'>QUOTE (TheReaper @ Nov 20 2010, 04:14 PM) <a href="index.php?act=findpost&pid=1807496"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think its safe to say Max will have have been using a debugger for quite a while now :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Debugger is not what I think of. I mean a visualisation of those things, as a graph.
    If you watch a replay, imagine you have graphs for CPU, MEM and FPS - you can watch what happens ingame from any angle, and look how it affects these values - oooor: you recognize "whoa, look at that peak!" and look what happened right at that moment.
    That is more intuitive than reading logs and code, I think.
    It cannot replace a debugger, but it surely can help to find problems and memory-eaters.
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