Framerate "hiccups"

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brokencircle19
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Framerate "hiccups"

Post by brokencircle19 »

So, I just switched to the latest release from 1.65. On the older version of Oolite, everything ran smoothly without a problem.

With this new release, however, the framerate "hiccups." I say framrate, but really it seems to be the entire program. I will be flying along fine, and then suddenly everything freezes for half a second or so, then life goes on like nothing happened.

These mini-freezes range in frequency from one every five minutes to one every five seconds.

I've tried lowering the graphics settings and searching for CPU-eating processes, but no dice.

I'm running Oolite 1.73.4 on Ubuntu 9.10 Karmic.
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Post by Disembodied »

Hi brokencircle, welcome to the forum! I'm not qualified to help you here, but don't worry – someone with more nous will be along shortly ... in the meantime it might help if you provide a list of the OXPs you're using, including where applicable the OXP version number. This might be being caused by a version of an OXP that works with 1.65 but needs updating for 1.73.
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Post by Cmdr James »

is there anything interesting in the log file?
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Post by Cody »

Hi brokencircle19, and welcome.

Also, it might be useful to know which Graphics card and driver you're using.
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Post by DaddyHoggy »

Old versions of Your Ad Here used to cause this frame rate micro freeze from 1.69 onwards until quite recently.

So a list of installed OXPs and versions would also be useful along with the other info already requested - and include your CPU and and amount of RAM in that too - it all helps!

Oh, and as others have said - welcome to the forums...
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Post by JensAyton »

In general, the main cause of occasional short freezes is loading of ship models and textures. It should happen less now than in 1.65 - assuming the same OXPs are installed, and especially on multi-core systems – but it certainly hasn’t been eliminated.
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Post by Screet »

Ahruman wrote:
In general, the main cause of occasional short freezes is loading of ship models and textures. It should happen less now than in 1.65 - assuming the same OXPs are installed, and especially on multi-core systems – but it certainly hasn’t been eliminated.
Hmm...really, I haven't had that problem during flight for a looong time now. After jumping/launching, yes, when a massive amount of scripts is running, but not in flight. However my system surely won't count as normal and is far beyond what oolite requires to run nice - but then I also do use extremely many oxps.

There's one thing I could imagine to cause mini-freezes: If an oxp is causing an immense amount of log messages due to some bug/warning that's written again and again to the log, talk about several thousand lines per second.

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Post by JensAyton »

True, checking the log for bigosity wouldn’t hurt.
brokencircle19
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Post by brokencircle19 »

Hi everyone, sorry for the delay.

Here's a list of OXPs:

Anarchies 2.3
Aquatics 2.11
Assassins
Big Ships 1.02
Commies
Mild Audio
Random Hits 1.3.6
Black Monks (shady)

I have a dual-core gaming laptop, NVIDIA 9600m GS card.

Log:

Code: Select all

OOLogging internal - Inited: ***** ERROR: OOLoggingInit() has not been called.
[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Linux at 2010-03-05 11:57:13 -0500.
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: 1280 x 800
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2 NVIDIA 173.14.20")
Vendor: NVIDIA Corporation
Renderer: GeForce 9600M GS/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (144):
GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging 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_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 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_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters 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_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
[searchPaths.dumpAll]: ---> OXP search paths:
("/usr/lib/Oolite/oolite.app/Resources", AddOns, "/home/eric/.Oolite/AddOns", AddOns/MildAudio.oxp, "AddOns/BigShips 1.02.oxp", AddOns/RandomHits1.3.6.oxp, AddOns/Anarchies2.3.oxp, AddOns/Commies.oxp, "AddOns/Aquatics 2.11.oxp", AddOns/Assassins.oxp, AddOns/Shady_blackmonks.oxp)
[dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins, unknown comparison operator 'less', will return NO.
[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins, unknown comparison operator 'less', will return NO.
[script.load.world.listAll]: Loaded 13 world scripts: "Anarchies" 2.3, "aquatics_equipment" 1.1, "aquatics_populator" 1.0, "assassins", "bigShips_populator" 1.0.2, "black_monks", "communist_population" 2.09, "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4, "Random_Hits"
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel.fragment:
>>>>> GLSL log:
(19) : error C0105: Syntax error in #define


[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel-pipes.fragment:
>>>>> GLSL log:
(20) : error C0105: Syntax error in #define


[bigShips_populator]: 1 big trader(s) added to the Qutiri system.
[bigShips_populator]: 1 big trader(s) added to the Isinor system.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2010-03-05 12:03:35 -0500.
brokencircle19
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Post by brokencircle19 »

Removal of all OXP's didn't seem to change anything.

I should note-- the hiccups are worse in certain systems. Isinor (G1) is the one which gives me the most trouble. But again, changing the graphics settings doesn't seem to affect anything either.
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Post by Screet »

brokencircle19 wrote:
Removal of all OXP's didn't seem to change anything.

I should note-- the hiccups are worse in certain systems. Isinor (G1) is the one which gives me the most trouble. But again, changing the graphics settings doesn't seem to affect anything either.
That's weird. If it weren't system dependent, I would expect CPU limitation now. However, systems affect the random generator seed, thus maybe those systems simply have more ships.

Oolite isn't that CPU demanding, though...do you have background processes running which consume much CPU power or very little RAM so that the system begins to swap?

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Post by brokencircle19 »

Screet wrote:
That's weird. If it weren't system dependent, I would expect CPU limitation now. However, systems affect the random generator seed, thus maybe those systems simply have more ships.

Oolite isn't that CPU demanding, though...do you have background processes running which consume much CPU power or very little RAM so that the system begins to swap?

Screet
I've tried hunting down any hungry background processes, but it would seem that there are none. The Oolite process itself snatches more CPU during a hiccup.

I've looked around the Linux forums for any hint of this being an Ubuntu thing, but it looks like this is unique to my 'puter.

I will attempt a clean install and see what happens.
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Post by DaddyHoggy »

brokencircle19 wrote:
Screet wrote:
That's weird. If it weren't system dependent, I would expect CPU limitation now. However, systems affect the random generator seed, thus maybe those systems simply have more ships.

Oolite isn't that CPU demanding, though...do you have background processes running which consume much CPU power or very little RAM so that the system begins to swap?

Screet
I've tried hunting down any hungry background processes, but it would seem that there are none. The Oolite process itself snatches more CPU during a hiccup.

I've looked around the Linux forums for any hint of this being an Ubuntu thing, but it looks like this is unique to my 'puter.

I will attempt a clean install and see what happens.
I've had CPU usage ramp up briefly (and memory too) under both Ubuntu and XP, during "hiccups".
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brokencircle19
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Post by brokencircle19 »

Clean install didn't help, but I got a hold of last night's nightly build. Though the hiccups are still there, they seem to have decreased.
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