Severe lag

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Phantom Hoover
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Severe lag

Post by Phantom Hoover »

At times the game slows to such an extent that it is virtually impossible to aim. This tends to happen when there are a large number of ships in a fight, but also when there is a long range carrier in the area. Any ideas?
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Post by another_commander »

System specs? First lines of a Latest.log with the description of the graphics subsystem and list of OXPs running?
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JazHaz
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Post by JazHaz »

Yes I get this too. I find that using Game Booster helps a lot!
JazHaz

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
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Phantom Hoover
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Post by Phantom Hoover »

Sorry, I always forget logs.

Code: Select all

[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Linux at 2010-04-26 16:12:01 +0100.
2 processors detected.
Oolite Options: [Procedural Planets] [Docking Clearance] [Wormhole Scanner] [Target Incoming Missiles]

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: X11 native resolution detected: 1366 x 768
[rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 Mesa 7.6")
Vendor: Tungsten Graphics, Inc
Renderer: Mesa DRI Mobile Intel® GM45 Express Chipset GEM 20090712 2009Q2 RC3 x86/MMX/SSE2
[rendering.opengl.extensions]: OpenGL extensions (112):
GL_ARB_copy_buffer GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_120 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_cull_vertex GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_3DFX_texture_compression_FXT1 GL_APPLE_client_storage GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ATI_blend_equation_separate GL_ATI_envmap_bumpmap GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_texture_signed_rgba GL_MESA_ycbcr_texture GL_MESA_window_pos GL_NV_blend_square GL_NV_light_max_exponent GL_NV_point_sprite GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texgen_reflection GL_NV_vertex_program GL_NV_vertex_program1_1 GL_OES_read_format GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
[searchPaths.dumpAll]: ---> OXP search paths:
("/usr/lib/GNUstep/Applications/oolite.app/Resources", AddOns, "/home/phantomhoover/.Oolite/AddOns", "/home/phantomhoover/.Oolite/AddOns/Commies.oxp", "/home/phantomhoover/.Oolite/AddOns/DeepSpacePirates 1.2.4.oxp", "/home/phantomhoover/.Oolite/AddOns/Snoopers1.0.2.oxp", "/home/phantomhoover/.Oolite/AddOns/Drones 1.11.oxp", "/home/phantomhoover/.Oolite/AddOns/BigShips 1.02.oxp", "/home/phantomhoover/.Oolite/AddOns/Dictators v1.3.oxp", "/home/phantomhoover/.Oolite/AddOns/Dictators v1.3.oxp/Lave Academy 1.11.oxp", "/home/phantomhoover/.Oolite/AddOns/Famous_Planets_v2.0.oxp", "/home/phantomhoover/.Oolite/AddOns/YOUR_AD_HERE_set_C.oxp", "/home/phantomhoover/.Oolite/AddOns/adcks_bulk_haulers_v1.4.oxp", "/home/phantomhoover/.Oolite/AddOns/Pirate_coves 1.2.1.oxp", "/home/phantomhoover/.Oolite/AddOns/YOUR_AD_HERE_set_D.oxp", "/home/phantomhoover/.Oolite/AddOns/behemoth 2.5.4.oxp", "/home/phantomhoover/.Oolite/AddOns/PlanetFall 1.23.oxp", "/home/phantomhoover/.Oolite/AddOns/ACS_1.0.oxp", "/home/phantomhoover/.Oolite/AddOns/YOUR_AD_HERE.oxp", "/home/phantomhoover/.Oolite/AddOns/neocaduceus.oxp", "/home/phantomhoover/.Oolite/AddOns/supercobra 1.4.1.oxp", "/home/phantomhoover/.Oolite/AddOns/Status_Quo_Q-bomb.oxp", "/home/phantomhoover/.Oolite/AddOns/tori.oxp", "/home/phantomhoover/.Oolite/AddOns/MilHUD-v3.oxp", "/home/phantomhoover/.Oolite/AddOns/YOUR_AD_HERE_set_E.oxp", "/home/phantomhoover/.Oolite/AddOns/RandomHits1.3.6.oxp", "/home/phantomhoover/.Oolite/AddOns/YOUR_AD_HERE_set_B.oxp", "/home/phantomhoover/.Oolite/AddOns/YOUR_AD_HERE_set_F.oxp", "/home/phantomhoover/.Oolite/AddOns/The Feudal States v1.4.oxp", "/home/phantomhoover/.Oolite/AddOns/kirin_sport.oxp", "/home/phantomhoover/.Oolite/AddOns/System_Redux.oxp", "/home/phantomhoover/.Oolite/AddOns/Missiles and Bombs v2.4.oxp", "/home/phantomhoover/.Oolite/AddOns/impcourier2.oxp", "/home/phantomhoover/.Oolite/AddOns/Galactic_Navy.oxp", "/home/phantomhoover/.Oolite/AddOns/Missile Analyser 1.1.1.oxp", "/home/phantomhoover/.Oolite/AddOns/Tianve1.3.oxp", "/home/phantomhoover/.Oolite/AddOns/griff_shipset_dizzy's_all_in_1.oxp", "/home/phantomhoover/.Oolite/AddOns/YOUR_AD_HERE_set_A.oxp", "/home/phantomhoover/.Oolite/AddOns/Anarchies2.3.oxp", "/home/phantomhoover/.Oolite/AddOns/griff_boa.oxp", "/home/phantomhoover/.Oolite/AddOns/interstellar_help.oxp", "/home/phantomhoover/.Oolite/AddOns/boyracers.oxp", "/home/phantomhoover/.Oolite/AddOns/Aquatics 2.11.oxp")
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Svengali
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Re: Severe lag

Post by Svengali »

Phantom Hoover wrote:
At times the game slows to such an extent that it is virtually impossible to aim. This tends to happen when there are a large number of ships in a fight, but also when there is a long range carrier in the area. Any ideas?
It's worth to try it without Galactic Navy. It's quite cool, but slows everything down and needs a complete overhaul.
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Eric Walch
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Re: Severe lag

Post by Eric Walch »

Svengali wrote:
It's worth to try it without Galactic Navy. It's quite cool, but slows everything down and needs a complete overhaul.
This is the only one in the list that might give problems. I also have it normally un-installed because of its performance hit. e.g. the 5 ships at the witchpoint of each setcom systems do together 40 scans for offenders every second. Normal in game police do one scan every 10 seconds so it would need 400 normal police to to this amount of scanning.
And the same happens near the setcom station itself. Effect is of course that reaction on offenders is now fast, but at the cost of performance.
Similar things happen throughout the whole oxp. It is designed to work optimal for itself, not to work well with other oxp's.

One other object that slows down performance is the constore near the witchpoints. Calculating those shaders take also noticeable time on my system.

One other performance problem I sometimes have is that steering get slow in full screen mode. Whenever it happens I switch to windowed mode. FPS counts seem the same, but flying goes much better than. I had this problem mainly in selected systems with my old , non shader computer with 1.72. Last week I suddenly had it again with my current computer and trunk. After some flying it suddenly started. Some time later it was normal again. Here I suspect some background processes taking place. It is just strange that the FPS count is good in both cases but steering becomes bad in full screen mode and is flawless in windowed mode.
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Phantom Hoover
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Post by Phantom Hoover »

So basically the Galactic Navy slowdown comes from not pausing the AI for long enough? That sounds pretty easy to fix...
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Svengali
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Post by Svengali »

Phantom Hoover wrote:
So basically the Galactic Navy slowdown comes from not pausing the AI for long enough? That sounds pretty easy to fix...
If it would be the only thing - yes. Unfortunately it's not. Using common names for nearly everything in this oxp will cause trouble too and to fix it, one will have to go through all files, check/change the references (if it's not a dependency). And then it has to be tested. The next thing would be to take a look into the models, some models have flipped faces - this can even crash Oolite. It's a lot of work and Matt is not here anymore, Nemoricus disappeared too, so if you like challenges, go for it .-)

Oh, and even 'simply' changing the AIs will be a lot of work, checking the side effects by using longer pauses (and probably changing some other things there too) will require a fair bit of work.
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Lestradae
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..

Post by Lestradae »

Svengali wrote:
... some models have flipped faces - this can even crash Oolite. ...
Is that crashing a problem that can be solved Oolite-side, was this submitted as a BERLIOS bug already?

The way I see it, anything that can crash Oolite also highlights a problem with Oolite, not only the oxp ...
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Svengali
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Re: ..

Post by Svengali »

Yupp. It's reported (not on bugtracker) and nothing new. Think about the problems with (if I remember right) the asp in aegidian-special.oxp. Kaks has solved that problem at that time by reconverting it. And it does not crash on all machines, so this is maybe related to the gfx-driver/card. And Frame also posted about flipped faces in some oxps a whole while ago (I think it was related to his nice modelviewer).

Edit: Just took a quick look and this model is used in several oxps. The asp-high.dat is (at least) in aegidian-special, x-ships, Galactic Navy5.2.2 and RandomHits1.3.6.
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