maleg Posted April 13, 2015 Report Share Posted April 13, 2015 Much freeze units.Population: 230Play with AI 1vs1.Ubuntu 14.04 64bitHardware: https://gist.github.com/anonymous/ff324fd7d67d9fc1b722Profile in attachment.profile.txt Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 13, 2015 Report Share Posted April 13, 2015 Much freeze units.Population: 230Play with AI 1vs1.Ubuntu 14.04 64bitHardware: https://gist.github.com/anonymous/ff324fd7d67d9fc1b722Profile in attachment.Lag is knew problem when in map are several units trying to moving around. So is not much to do before a new pathfinder is done Quote Link to comment Share on other sites More sharing options...
plumo Posted April 14, 2015 Report Share Posted April 14, 2015 Hey MalegAs Lion.Kanzen already said: lag is a known problem for some time. Pathfinder is being rewritten as we speak so expect a major improvement in that area later in 2015. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted April 14, 2015 Report Share Posted April 14, 2015 Which version of the game is this? Did you build it yourself or is it from a package? Which map? It might help to provide the commands.txt for that game, from the game's log directory.According to the profiler snapshot, most of the time is spent in "unlogged," which is interesting. Quote Link to comment Share on other sites More sharing options...
maleg Posted April 14, 2015 Author Report Share Posted April 14, 2015 Mar 15, 2015 (16411P-release) from package. The problem is manifested, regardless of the map and manifests itself as a local game and the game in multiplayer.Specifically, this log was placed on the "Corinthian Isthmus (2)" local game vs AI.But same problem occurs in "Caspin Sea 2v2" local game with 3 AI. I think that this problem should have highest priority. File commands.txt will not be able to found, because too many games played. Quote Link to comment Share on other sites More sharing options...
maleg Posted April 14, 2015 Author Report Share Posted April 14, 2015 http://www.twitch.tv/road_to_win/b/6496171363:57:47 - start lags... Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 14, 2015 Report Share Posted April 14, 2015 4 hour games? I don't think I ever played that long.Anyway, if there's suddenly a huge lag spike, and it doesn't go away again, that's normally because of the pathfinder (which is being worked on). Currently, the ai doesn't get a lot of feedback from the pathfinder, so it tries to calculate paths again and again when it's stuck.A quick and dirty solution for this is going via the developer overlay (ALT+D). Reveal the map, and enable the checkbox to control all units. Then look for where it's stuck (usually some big units like rams or elephants). If you delete these stuck units (or the reason why they're stuck), the lag should go away again.It also helps to play on open maps instead of maps with a narrow passage. Quote Link to comment Share on other sites More sharing options...
kanetaka Posted April 14, 2015 Report Share Posted April 14, 2015 (edited) Hi maleg. Thank you for reporting. I am also concerned about lag from path finding problem.You can find commands.txt by date and time you played. Open C:\Users\your_account_name\AppData\Local\0ad\logs\sim_log and you will see many folders but the timestamps are the end of games so you can distinguish them easily.And you can open those files by text editor and you can read map names and match settings etc. like following:start {"mapType":"skirmish","map":"maps/skirmishes/Acropolis Bay (2)","settings":{"CircularMap":true,"Description":"Each player starts the match atop a large flat plateau, otherwise known as an acropolis.\n\nTo the East lies a large bay with fishing opportunities. To the West is a rugged hinterland with an unclaimed acropolis commanding the valley below.","GameType":"conquest","Keywords":[],"LockTeams":false,"Name":"Acropolis Bay (2)","PlayerData":[{"Name":"Player 1","AI":"petra","AIDiff":3},{"Name":"Player 2","AI":"petra","AIDiff":3}],"Preview":"acropolis_bay.png","RevealMap":false,"mapType":"skirmish","AISeed":0}}turn 0 200With commands.txt we can replay the game and it would help the development . But multi player games are hard to replay for me, so single player games are appropriated. Edited April 14, 2015 by kanetaka 2 Quote Link to comment Share on other sites More sharing options...
maleg Posted April 14, 2015 Author Report Share Posted April 14, 2015 http://www.twitch.tv/road_to_win/b/65005968634:00 - appears in the smooth movement of units34:50 - freezecommands.txt Quote Link to comment Share on other sites More sharing options...
kanetaka Posted April 16, 2015 Report Share Posted April 16, 2015 Now I replayed it and took the profile. Let's take a look.The replay was took on Windows 8.1, Core i3 1.8GHz, RAM 4GB.X axis plots 1 / 20 number of turns and Y axis plots milliseconds per frame. In ideal situation, one turn equals 200ms in single play and one frame equals 16.7ms at 60 Hz frame rate. Thus 34:50(2090sec) should be Turn 8320, which equals 416 in X axis.The total never exceeded 200 ms, but this is a replay so it doesn't include any graphics at all. On my machine, the total almost always exceeds 16.7ms, means I can't expect 60 FPS anytime.At 416, I can't find any prominent peaks. I guess there were temporal lags before 34:50 so actual 34:50 was somewhat earlier.At 379, FindEconomicCCLocation stands up to 97.98ms and ComputePath makes plateau from 384 to 392. From these heavy load the total constantly exceeds 100ms so I conclude 34:50 was around 379.Maybe total simulation update should not exceed 100ms per turn.http://trac.wildfiregames.com/wiki/EngineProfilingmaleg's_profile.txt 3 Quote Link to comment Share on other sites More sharing options...
maleg Posted April 17, 2015 Author Report Share Posted April 17, 2015 And what does that mean?Just as it is impossible to play with lag ...I think according to this in multiplayer so few people.Beg the developers to increase the priority of solving to this problem. Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 17, 2015 Report Share Posted April 17, 2015 He was looking at the cause to fix it. They are working on it. But it takes time and maybe it will be in next release maybe not. Quote Link to comment Share on other sites More sharing options...
maleg Posted April 17, 2015 Author Report Share Posted April 17, 2015 Is it same problem?If units near crag then they can't find path to build construction. Quote Link to comment Share on other sites More sharing options...
kanetaka Posted April 17, 2015 Report Share Posted April 17, 2015 Yes, it could be. The long path finder knows they have to detour, but the short path finder has a fixed sight range and when the units get close to the goal, they switch path finder from long one to short one then they forget to detour.You can set way points to work around by shift crick. Quote Link to comment Share on other sites More sharing options...
maleg Posted April 26, 2015 Author Report Share Posted April 26, 2015 The problem is much more complex... Resources are not released after the game ...If I have any lag while playing and I started a new one, and in the new game will lag. Helps only a complete restart of the client.Video of problem: commands.txtcommands.txt Quote Link to comment Share on other sites More sharing options...
niektb Posted April 26, 2015 Report Share Posted April 26, 2015 sounds like a memory leak that causes you trouble...(I could be wrong though since I'm no expert in such stuff) Quote Link to comment Share on other sites More sharing options...
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