FPS loss when entering new rooms

twoskitwoski d Join Date: 2013-12-07 Member: 189899Members
edited December 2013 in Technical Support
I am disappointed - my computer is capable of running most games on relatively high settings without hiccups.

However this game runs horribly. Even on low settings it under-performs. Whenever i enter a new room, i experience massive frame rate loss to the point where it's unplayable. My screen pretty much freezes for 1-2 seconds and i end up dying from this more than i'd care to admit.

I've messed with all my settings and nothing seems to fix this.

I've got an i5, 3.6ghz cpu, nVidia gtx560, 64 bit windows 7. Any thoughts?

Comments

  • twoskitwoski d Join Date: 2013-12-07 Member: 189899Members
    Here's the tech support file if you need it http://www.filedropper.com/techsupport
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    A bit few memory with 4GB but then again, I think it should run. (although the gpu is rather weak)

    * r_stats 1
    What does it say?
    * how big servers you join? (id stay in 18 players or less, the big servers tend to destroy fps for many folk due to the power needed)
    * how bad is it paging?

    you COULD try profiler. You can not jump with profiler on. (atleast, not use spacebar)
    - type profile in console while in match.
    - after a hitch use spacebar to pause profiler and bring it up.
    - use [ and ] to select the BIGGEST yellow column. (It will be highlighted)
    - use the mouse to open the biggest purple bars you can see.
    - screenshot it all and post.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited December 2013
    Entering new rooms causing delays sounds like a HD access or GPU issue

    I definitely want to see those profiler screenshots! (follow dc_darkling's instructions, be remember that the yellow columns may be red too, and they are at the bottom of the screen)
    MY bet is.. it will be "waiting on buffered frames"


    edit: just a personal theory im working on: Do you have NS2 installed on a separate hard drive than your OS? Do you have page filing set on another HD?
    edit2: I edited your title so it is more clear and distinctive to your issue for documentation and searching purposes
  • twoskitwoski d Join Date: 2013-12-07 Member: 189899Members
    Actually yeah, i have a HDD where all my steam games are, and my OS is on a SSD. I don't have room to install it on the same drive as my OS.
  • twoskitwoski d Join Date: 2013-12-07 Member: 189899Members
    I checked my page filing settings and it looks like it automatically decided to use 4079 mb on my SSD for this purpose. Should i increase this size and also allow it to use the HDD for page files too?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited December 2013
    I have the same setup, btw, my OS on a SSD and the game on another HD..
    Last time i checked, you should never have your pagefile on an SSD due to the limited # of times you can write to it..

    It may be related to your issue, idk..

    But try this - I JUST discovered it helps after testing for hours today, and after living with the same exact symptom as you for weeks! :
    type
    maxfps 60
    in your console (~ key)

    See if it helps.

    Before when loading a new area:
    QZupIOl.jpg

    After when loading a new area:
    Uyt9I74.jpg


    Notice the lack of a sharp spike at the bottom of the screen? :D
  • twoskitwoski d Join Date: 2013-12-07 Member: 189899Members
    I did some reading around and it seems that most people recommend leaving it on the SSD unless you need the space for other things.

    I set my pagefile size to min 4096, max 6118, maybe that might help. If not, i'll set it to use my HDD and see what happens. I'll report back when i get some definitive results. I'll also try that FPS thing.
  • twoskitwoski d Join Date: 2013-12-07 Member: 189899Members
    That seemed to fix it, thanks. I get a weird issue where if i enter a room via a portal or some other method, stuff is invisible momentarily. This happens when i enter new areas too, for example i got killed by a tentacle before i knew it was even there because it took a second to actually render
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    That bit actually happens due to client prediction and what data the client has at any time.

    The client knows where the phase gate or tunnel takes you, so when you phase it immediately teleports you there on your copy map. The pop in effect happens when you get back what is in the room from the server. Basically, it look like this:

    You: Im phasing to server room
    Server: Okay, I am gonn tell you what is in server room with you hang on a sec
    <You start to draw an empty server room>
    Server: Holy crap there is a skulk on the phase gate run run.
    < teh skulk pops in>

    This happens because you used to just not draw anything until you got that last message form the server. However, that causes you to basically be stationary fora few frames, looks like a lag spike, and gets you killed a lot of the time since you are actually in server room once you tell the server that you phased there, even if you haven't seen what is in there.

    The other workarounds are less ideal since you wither don't retain control of your client, or have magical pre knowledge of the far side of the phase gate, either of which is bad times for various reasons.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Or...have a separate, small trigger box around the phase gate that upon entering asks the server to the client the information about what's on the other end of the phase gate this specific phase gate will send you to. This gives a bit more time to receive and load what's on the other side and should remove or at least GREATLY minimise the issue.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    Presently, you get this issue for a server frame + your ping time + however many frames you have cached, typically 3.

    The issue will persist unless you draw the box around phase gates at a width based on the above number. At high pings the circle is huge, and any instability will cause it to pop back in.

    Basically, yes, you could mitigate it in some cases. But, it's not perfect and frankly you should be seeing a few frames of this on your client. If it is a noticeable period, it generally indicates that your ping is spiking, the server tick rate is dropping, or your frame rate is tanked. In any of these three cases increasing the server load, network traffic volume, or amount of data the client processes doesn't really help.

    In the end, I see this one as a very acceptable compromise.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    edited December 2013
    Make the box big enough for up to ~80 ping maybe? Also the amount of extra data is tiny, anyone that close to the PG is probably going through it anyway, and there aren't that many of them on the map.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    @Ironhorse
    you actually DO want your page file on your SSD. A pagefile is written to always, more if you are low on memory.
    A SSD is still faster doing so then a normal HDD.

    Yes a SSD has limited writes, but thats for the whole drive AND it should last atleast as long as a normal HDD. Do not worry about pagefile writes.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    I've got a working HDD that's at least 10 years old. How long will your SSD last :P
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited December 2013
    someone should still figure out why vsync doesn't help the hitching associated with loading new areas (that are not streaming textures, due to wireframe mode) but maxfps does??

    edit: and also @dc_Darkling is there any downside to having my pagefile on a non OS drive?? from technet.microsoft.com: "If you have more than one physical disk, moving the page file to a fast drive that doesn’t contain your Windows system files is a good idea. "
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Having a pagefile on a seperate disk rarely used if you do NOT have any ssd is a good thing, because a pagefile is written in often. (the HDD read/write head needs to move then, and if its on its own disk it can move whenever it pleases)
    If you place a pagefile on a seperate disk leave around 128/256MB pagefile on your OS drive. (yes you can have 2)

    As the pagefile advice is purely for the HDDs head movement, if you have a SSD dont bother splitting it up. Keep your OS and pagefile on the same one. Its best NOT to partition any ssd. That way it will write the least written areas first, strongly prolonging life expectancy.
    (Win7 and most new SSD support trim, helping tremendously with that)

    Also in theory most SSD can indeed live for 10 years, even if you use them for a page file. They have a finite amount of writes yes, but not THAT finite that it dies within a few years. SSD quality is very important though, as its a new technology. Most of the cheap ones suck.
    Crucial has good SSD, plextor latest ones are usually good, aswell as the top series of samsung. (not the lower ones) Research your SSDs before you buy them!
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    So i've definitely concluded, for myself at least, that hitching when loading new rooms is solely due to being GPU bound..
    This is why limiting the FPS helped, because its letting the gpu slack a bit.

    OP or any other users confirm that you are gpu bound?

    To test: while in game type
    r_stats
    in the console (~ key) and then see if "waiting on gpu" is anything greater than 0
    If it is.. you are GPU bound.

    Lowering all my settings makes this hitching disappear... its either that or input delay from vsync + maxfps... grrr.. need to solve this
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I am unaware how ATI handles it but I suspect it is something similar, I shall tell you lot how nvidia does it.

    'max prerendered frames' aka buffered frames. The higher this is the more smooth your fps is at the cost of a possible input lag. The keyword in this however is 'max'.
    Unknown to many, the default for this setting is actually 3. If you set it to 0 then you have application controlled, which is again often 3.

    I strongly suggest if someone has 'waiting for buffered frames' to slowly increase this number to see if it fixes your problem & how input lag is handled. Input lag in many to most games is next to nothing. on a personal note, I havent had a input lag issue yet.
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    this is my least favorite part about NS2 performance. Walking into new areas on the map always stutters... no matter what no matter how good your comp is.

    I really wish it would not be that way...
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Only way to stop it is an SSD or to put the game on a ramdrive (do this if you have 16gb+ ram, worth).

    They COULD fix the issue for standard HDDs but I don't think they will.
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    Ghosthree3 wrote: »
    Only way to stop it is an SSD or to put the game on a ramdrive (do this if you have 16gb+ ram, worth).

    They COULD fix the issue for standard HDDs but I don't think they will.
    Still happens for me with an SSD :(

  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    edited December 2013
    Ghosthree3 wrote: »
    That's messed up.
    Should I turn on page file? Does that help (as discussed above)?! I purposefully turned it off on my SSD
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    You really shouldn't ever turn OFF the page file. Which drive you put it on is up for debate, but as @DC_Darkling said (I think...) it's probably not going to hurt your drive lifetime THAT much. You will probably replace the drive before it dies anyway.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    if you turn the pagefile off however:
    * your computer just crashes if you run out memory.
    * you need a lot of memory.
    * if your computer crashes for any reason it can not write a crashdump.

    Advantage is if you have enought memory, its faster :)
  • MigeMige Join Date: 2005-03-19 Member: 45796Members, Reinforced - Supporter
    edited December 2013
    ^ Biggest problem would be bluescreen problems (hard to track why) + some idiot programs just need the pagefile, but haven't seen any lately..

    I used years without pagefile and never had any problems (when I got 16gb, 4 years ago), but now I have small pagefile set and only because the crashdump's.
  • vartijavartija Join Date: 2007-03-02 Member: 60193Members, Constellation, Reinforced - Onos, WC 2013 - Shadow
    I tried disabling page file a while back. It made my windows run slower and make some windows not responding for a short while when activated. I guess windows still needs that for some sort of caching. I have 16GB RAM as well.
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    edited December 2013
    Curious, are there development goals set in place to reduce or eliminate the stuttering that occurs when walking into new visload areas?

    Surely there are technical workarounds for such things given the far range of possibilites.

    For example: here is me just walking around Biodome. Huge huge spikes all the time when walking around areas. I really have no idea why they should occur:
    ns2_2013_12_10_15_28_utsmg.png
    ns2_2013_12_10_15_29_dcsc1.png
    ns2_2013_12_10_15_31_upsy1.png

    Going from a flat 120 FPS to the game not moving for a second is like getting smacked in the forehead.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Windows ALWAYS pages some parts, unless you disable the page file. Yet it should be able to work fine then minus the problems I described earlier.
  • MigeMige Join Date: 2005-03-19 Member: 45796Members, Reinforced - Supporter
    edited December 2013
    Dictator93 wrote: »
    Curious, are there development goals set in place to reduce or eliminate the stuttering that occurs when walking into new visload areas?

    Surely there are technical workarounds for such things given the far range of possibilites.

    For example: here is me just walking around Biodome. Huge huge spikes all the time when walking around areas. I really have no idea why they should occur:

    Going from a flat 120 FPS to the game not moving for a second is like getting smacked in the forehead.
    I spoked this with ironhorse and conclusion is that DX11 isn't that stable yet, while it have better performance. Running DX9 I usually won't get same spiking but some slowdowns..
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