Problem with 179 if firing...why?

RTVRTV Join Date: 2008-06-09 Member: 64417Members
edited June 2011 in NS2 General Discussion
Hello, last time i play was something about Version 16X.
Now i try to play the new map with 179 and it runs very slow.
The weird thing is, i buy a new CPU.
MY PC:
Mainboard Asus M4N78 SE
CPU : AMD Phenom II X4 955e @ 3200 MHz
RAM : 3072 MB
Graphiccard : AMD Radeon HD 6850 Series @ 1 GB
Drivers:Catalystâ„¢-Version 11.5 and nvidia physx drivers.
OS: Win XP
I also can barely see the text, its so blurry if i choose my alltime used res (1680x1050).
Now the game runs ok but if i fire, i have like 1-4 fps, this doesn't happend to any version, even not 16X.
But now 179 it does.


screens:
<img src="http://img4.imageshack.us/img4/1351/56778746.jpg" border="0" class="linked-image" />
without firing its ok
<img src="http://img825.imageshack.us/img825/6726/21283973.jpg" border="0" class="linked-image" />
but if i fire it goes down
<img src="http://img641.imageshack.us/img641/7527/13611349.jpg" border="0" class="linked-image" />
still if i reload
<img src="http://img832.imageshack.us/img832/7112/19874441.jpg" border="0" class="linked-image" />
then it calm down and its fine

Every other game runs fine, brink, gta iv, red faction and on!
Any ideas why its running that bad?


EDIT:
The new fade blink is so awesome!

Comments

  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    This issue had been around for a while, but it seems recently it's gotten more severe or affecting more people. It's due to some problem with the cinematics system. Theres another recent thread that showed that commenting out the rifle smoke, flash, and shell casings removes the problem.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1855783:date=Jun 23 2011, 03:54 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Jun 23 2011, 03:54 PM) <a href="index.php?act=findpost&pid=1855783"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Theres another recent thread that showed that commenting out the rifle smoke, flash, and shell casings removes the problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Here's a post made by <a href="http://www.unknownworlds.com/forums/index.php?act=findpost&pid=1853653" target="_blank">Mkk_Bitestuff</a>, or you could only edit out the lines <a href="http://www.unknownworlds.com/forums/index.php?act=findpost&pid=1853725" target="_blank">I suggested here </a>, which is not a surefire way of fixing it as it works on my system, but not on some others. I just didn't want to lose the flame effect and lucky only the smoke cinematics make my FPS drop...
  • RTVRTV Join Date: 2008-06-09 Member: 64417Members
    edited June 2011
    <!--quoteo(post=1855783:date=Jun 23 2011, 03:54 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Jun 23 2011, 03:54 PM) <a href="index.php?act=findpost&pid=1855783"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This issue had been around for a while, but it seems recently it's gotten more severe or affecting more people. It's due to some problem with the cinematics system. Theres another recent thread that showed that commenting out the rifle smoke, flash, and shell casings removes the problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
    RIGHT!
    If i use flamethrower or other player did, i got weird visible effects:
    <img src="http://img811.imageshack.us/img811/4743/yxct.jpg" border="0" class="linked-image" />

    and this is harmless, if i use flamethrower i can barely see...
    Horrible flamethrower:
    <img src="http://img839.imageshack.us/img839/86/yxcsad.jpg" border="0" class="linked-image" />


    the only weapon which is ok, is the shotgun.




    realy i wait like 5 versions to get bugs fixed and now its worse :(

    EDIT1:
    thx Kouji_San i will try

    EDIT2:
  • MigeMige Join Date: 2005-03-19 Member: 45796Members, Reinforced - Supporter
    Same problem here. My comp:
    2500k @ 4,5ghz 16gb mem & Nvidia gtx 570 (drive 275.33)
    <a href="http://aijaa.com/v.php?i=002498231955.jpg" target="_blank"><img src="http://i2.aijaa.com/t/00249/8231955.t.jpg" border="0" class="linked-image" /></a>
    <a href="http://aijaa.com/v.php?i=008528231956.jpg" target="_blank"><img src="http://i7.aijaa.com/t/00852/8231956.t.jpg" border="0" class="linked-image" /></a>
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2011
    The odd thing though, it usually doesn't seem to kick in after firing for about 4-8 seconds, like something is going into an infinite loop...
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    already got used to it
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    I'm actually wondering if a lot of the perceived weakness of marines early game (leading to discussions of leap removal, slow on hit, faster and cheaper shotguns) is due to this bug.

    Please acknowledge and fix this issue before tinkering too much with early game skulk vs lmg balance UWE!
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited June 2011
    <!--quoteo(post=1856111:date=Jun 24 2011, 12:31 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Jun 24 2011, 12:31 PM) <a href="index.php?act=findpost&pid=1856111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm actually wondering if a lot of the perceived weakness of marines early game (leading to discussions of leap removal, slow on hit, faster and cheaper shotguns) is due to this bug.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I can guarantee this is a big part of it.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    plus skulks suffer more from server lag (which starts to increase the more the game progresses). im watching constantly server tick rate when im playing, and the more buildings you create, the lower is the tick rate (well, naturally) -> marines become more effective. leap might be overpowered a bit as hive 1, but we dont really see it currently if thats true or not
  • 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
    <!--quoteo(post=1856116:date=Jun 24 2011, 11:57 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Jun 24 2011, 11:57 AM) <a href="index.php?act=findpost&pid=1856116"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->plus skulks suffer more from server lag<!--QuoteEnd--></div><!--QuoteEEnd-->

    OBJECTION YOUR HONOR!
    ....pure speculation.

    one side requires finite aim for a duration of time at distances, the other, spamming mouse1 at your feet.
    :)
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    You can learn to aim slightly ahead when lagging as a skulk. It's much harder as a fade.

    I don't get what's the deal with leap. There's absolutely no problem with it for both sides.

    Decently fast server should be able to host 16 slots with tickrate 30 at the start and 15-20 at the end of the round. My guess is that several people host servers on multicore machines without setting affinity and ticks go to 5-10 even at start of the round not to mention the end.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    When the server cripples down to 3-8 tickrate, skulks definitely have the upper hand over marines. Warping and strafing around a marine whilst biting is the easiest thing ever.
  • acid_rainacid_rain NS2 NAPT Mascot Austin, TX Join Date: 2010-02-16 Member: 70588Forum Moderators, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    The flamethrower artifacts are a known issue and are being resolved at the time. There's much work still needed for the flamethrower, but the main objective right now is to continue to test and eliminate pre-existing bugs if possible while adding most necessary game features.

    Also, just a little thought... make sure you're not using the Clear-Type font built-in with Windows, as we've seen that causes issues, too. This may not be the problem with text, but it's an idea.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    edited June 2011
    We are aware of the issue of significant framerate drops while firing. It seems to be a much bigger decrease for some people then others. The particle effects are most likely one of the culprits that is contributing to the FPS hit, as the whole particle system in general is pretty unoptimized. That is on the list of upcoming optimizations that Max has on his list.

    While a contributing factor, the FX are probably not the sole reason for that dramatic of a framerate drop, however. Some people have also said that this only became an issue in build 179 or became significantly worse, however there were no engine changes that should have effected that aspect of the game, so we need to do some more testing and digging around in regards to this issue.

    --Cory
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    maybe its just indirectly caused by 179? i mean the 179 patch resolved alot of server related performance problems, which have hidden the client side problems before
    (not really hidden, but users could not distinct them).

    you should maybe think about the rate of firing, thats the only thing that makes sense (to me atleast, im not involved to the whole engine to think deeper). the rapid
    firing of actions (changing ammunition, changing ammo display, invoking particle spawns etc..., including unoptimised actions!) cause this drop. if one shot of
    the lmg would fire 2 bullets, twice as slowly but twice as deadly, the perceived result would be the same (for the user) but the lag could significantly decrease?

    just a suggestion
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Except some people have had this issue since alpha. I for one have encountered it somewhere in between 170 and 179
  • gorge.ousgorge.ous Join Date: 2011-01-07 Member: 76481Members
    Having this issue too (not tried the fix yet) but I think as the recent patch made the game really playable for the first time its simply the first time I noticed it.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Don't know if this is related but since 179 my laptop starts to overheat after 10-15 mins playing the game and the screen shuts itself off.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    my pc also overheated for the first time in 179 :D
    then i decided to clean my cooler
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited July 2011
    Can someone please help to confirm this oddity? <a href="http://getsatisfaction.com/unknownworlds/topics/actual_kriflefiredelay_is_roughly_083_not_0555" target="_blank">http://getsatisfaction.com/unknownworlds/t...ly_083_not_0555</a>

    The Rifle appears to be firing slower than intended (according to Lua). My FPS is usually around 30 to 60, so I doubt it is a client side problem.
  • NixxenNixxen Join Date: 2004-02-11 Member: 26401Members
    <!--quoteo(post=1855781:date=Jun 23 2011, 05:47 PM:name=RTV)--><div class='quotetop'>QUOTE (RTV @ Jun 23 2011, 05:47 PM) <a href="index.php?act=findpost&pid=1855781"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also can barely see the text, its so blurry if i choose my alltime used res (1680x1050).<!--QuoteEnd--></div><!--QuoteEEnd-->

    I had this issue earlier and figured it was due to bad scaling ratio between 16:9 and 16:10 aspect ratios for some built-in font.
    Later I messed around with my driver settings(ATI Catalyst) regarding something completely unrelated. I think it had something to do with video(as in movie) settings or something similar at least, but don't quote me on that.

    After that the problem was gone. I don't think there were any patches for NS2 in between the time I had the issue and when it was resolved.
    I'm not at my home PC right now, so can't go through the driver settings to find the one that did the trick, but you could give it a go, just fiddling around with it.

    If you want I could try to locate it once I get back home. If I remember this by that time:P
  • RTVRTV Join Date: 2008-06-09 Member: 64417Members
    edited July 2011
    <b>I have now a fresh install of my OS and it seems to be FIXED!</b>
    So i guess, maybe old files of one early build in "application data" could be the problem with the low fps while firing the rifle?


    @Odda2k
    Oh thanks, i always use window mode with 1440x900
Sign In or Register to comment.