Crappy frames when Enemys are onscreen

snappinsnappin Join Date: 2009-03-31 Member: 66974Members
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?

Comments

  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    a DxDiag/stsem specs list would help - you've given us very little information to help you with.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    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.
  • snappinsnappin Join Date: 2009-03-31 Member: 66974Members
    here is the DXDIAG <a href="https://dl.dropbox.com/u/22852089/DxDiag.txt" target="_blank">https://dl.dropbox.com/u/22852089/DxDiag.txt</a>
  • BriligBrilig Join Date: 2009-01-01 Member: 65938Members
    [attachment=36133:DxDiag.txt]

    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.
  • paellapaella Join Date: 2007-03-23 Member: 60463Members, Constellation
    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.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    edited September 2012
    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!
  • BriligBrilig Join Date: 2009-01-01 Member: 65938Members
    Email with p_logall info sent!
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited September 2012
    I tried to do a p_logall, but couldn't find a game to play with a reasonable ping...

    My GFx is Nvidia GTS250, and I will send a log across as soon as I can get one recorded.
  • paellapaella Join Date: 2007-03-23 Member: 60463Members, Constellation
    <!--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-->

    same
  • paellapaella Join Date: 2007-03-23 Member: 60463Members, Constellation
    Ok! Sent in some logs + a dxdiag, hope they help.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    Thanks guys I will pass them along to the Max/Matso.
  • MaditusMaditus Join Date: 2012-03-25 Member: 149369Members
    Log sent, waiting for additional info about the source of the problem.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    <!--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!
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    edited September 2012
    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:

    <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.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    edited September 2012
    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.
  • BriligBrilig Join Date: 2009-01-01 Member: 65938Members
    edited September 2012
    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. : )

    Edit: Spelling.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    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.
  • BitcrusherBitcrusher Join Date: 2012-08-28 Member: 156628Members
    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.
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