when ever an enemy appears my frame lowers to around 1-5 fps i think it might have something to do with gun fire, but i am not sure! any ideas on how to fix it?
Beside other problems, I stoped playing in 216 because the fire of more than four marines would make my game freeze around 2 fps. And in 217 my game crashed a few times while I pressed fire. I too suspect there is something related to the muzzle flash effect. So whatever it is (if the problems in 216 and 217 are related) might be traced down by looking into changes concerning the gun fire in build 215-217.
I think I am having the same problem. 40-90fps normally, and then when the shooting starts it drops to 1-7fps. DXDiag stuff above. I have turned off everything but the multitcore stuff in the graphics menu. Textures are set to low. I am not sure what else to do.
Getting the same issue - at work so I can't post a dxdiag thing, but yeah, the game is pretty smooth until I get in a fight. And actually sometimes I can get in a fight and it remains smooth. So I'm not sure what the deal is.
Both your DxDiags looks ok. Guys, if you are having these kinds of issues, please do the following:
open console after a round has started
type p_logall
This will save a performance log in your %appdata%\Natural Selection 2 Folder (something like "client-0830-203006.plog")
Please zip that up and email it to me obraxis[at]digi-port.net
This will allow Matso and Max to find out why it's going slow at certain points. If everyone who has poor perf does this we can really help fix it. Thanks!
<!--quoteo(post=1970331:date=Sep 3 2012, 03:32 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Sep 3 2012, 03:32 AM) <a href="index.php?act=findpost&pid=1970331"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I will send a log across as soon as I can get one recorded.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1972234:date=Sep 5 2012, 10:51 PM:name=Maditus)--><div class='quotetop'>QUOTE (Maditus @ Sep 5 2012, 10:51 PM) <a href="index.php?act=findpost&pid=1972234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Log sent, waiting for additional info about the source of the problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
I wont be replying with info why. I'm just going to give the logs to the programmers to investigate, so hopefully future versions will be fixed for you.
I ask for patience :) These things take time to investigate. Thanks!
I found that Python utility that graphs performance logs. I've got perf log from several different rounds but major bottlenecks should be easy to notice on it:
Does NS2 even have such client entity state like dormant from Source - not in PVS so not animated nor updated in any way? World::UpdateWorld does for instance 137 calls per frame at one time which is quite absurd. There might even be a client think list where entity says when it wants Think() to be called and doesn't waste CPU before that (even for trivial checks). I'm sure there's such list on server but that's separate matter here.
One more thing: can we get stripped PDBs like the ones Microsoft makes available for download for profiling with CodeAnalyst? It'd be nice to have branch/cache misses or page fault data attributed to bottlenecks.
More on this topic. I fooled around in a couple of games after this latest patch. (219) It may have been the map but I had a steady 40-60 fps the whole game. However I was playing a marine and when I would fire the rifle I would get and immediate loss of about 10 fps. Further fooling around showed that for each marine fireing nearby I would lose about 10 fps. So if 3 marines were fireing at a skulk my fps droped by about 30 fps.
I don't know if that was reflected in the logs I sent to ya'll before. Just trying to narrow things down for ya. : )
One big reason to frames dropping when shooting/fighting is the particle effect spammage. Blinking and welding have a tendency to cut 50%+ of your fps. Shooting a skulk with a full shotgun hit at point blank even freezes the game for a split second due to the amount of particles spawned at the same moment. I hope they tone them down quite a bit, as not only do they eat a lot of performance when you need it, they make fighting quite aggravating at times due to blocking view a lot.
grenade explosions, combined that with exos and mac trains with... gorges bile bombing, fades blinking in, lerks sporing and umbraing.. late game can be come a lag fest.
Comments
I think I am having the same problem. 40-90fps normally, and then when the shooting starts it drops to 1-7fps. DXDiag stuff above. I have turned off everything but the multitcore stuff in the graphics menu. Textures are set to low. I am not sure what else to do.
open console after a round has started
type p_logall
This will save a performance log in your %appdata%\Natural Selection 2 Folder (something like "client-0830-203006.plog")
Please zip that up and email it to me obraxis[at]digi-port.net
This will allow Matso and Max to find out why it's going slow at certain points. If everyone who has poor perf does this we can really help fix it. Thanks!
My GFx is Nvidia GTS250, and I will send a log across as soon as I can get one recorded.
same
I wont be replying with info why. I'm just going to give the logs to the programmers to investigate, so hopefully future versions will be fixed for you.
I ask for patience :) These things take time to investigate. Thanks!
<a href="https://dl.dropbox.com/u/6615362/client-0905-230503.zip" target="_blank">https://dl.dropbox.com/u/6615362/client-0905-230503.zip</a>
Does NS2 even have such client entity state like dormant from Source - not in PVS so not animated nor updated in any way? World::UpdateWorld does for instance 137 calls per frame at one time which is quite absurd. There might even be a client think list where entity says when it wants Think() to be called and doesn't waste CPU before that (even for trivial checks). I'm sure there's such list on server but that's separate matter here.
I don't know if that was reflected in the logs I sent to ya'll before. Just trying to narrow things down for ya. : )
Edit: Spelling.
with...
gorges bile bombing, fades blinking in, lerks sporing and umbraing..
late game can be come a lag fest.