I'm getting this same sorta bug - but only when I resize to a lower resolution after the game is already loaded.
My comp is below minimum specs, so when it's acting sluggish I'll usually switch down from 1080p to 720p. Since the new patch, sometimes when I do this, the scaling on the map doesn't carry over (i.e. the map too big for the screen). The menu elements also become too big, like in this video.
I think the opposite also happens sometimes - if I switch from 720p to 1080p, sometimes the map becomes too small. Never seen it effect the menu in that regard though, although I've had no reason to go to the menu when this happens (often when the map becomes too big from shifting down the resolution, I try to go into menu to change the graphics settings back, only to realise I can't click on options as it's below the bottom of the screen - whereas a small map from shifting up the resolution doesn't bother me so much).
Since the update my FPS has dropped drastically. I used to be able to run 1900x1200 @ ~100 FPS (low quality settings). Now I get ~40 FPS running 1440x900 (still low quality settings). The effect is more pronounced while in battle, where my FPS drops to 30 FPS or lower without fail. This is on an nvidia GTX465.
In addition to the drastic FPS drop, the game occasionally crashes while making a graphics call:
[460214.011422] ns2_linux32[28317]: segfault at 18 ip 00000000f3b48b07 sp 00000000ff9e9d00 error 4 in libGL.so.340.93[f3afe000+b6000]
The game was so stable for so long that I had stopped running it with core dumps enabled. I'll re-enable those to try to get a stacktrace.
I've found one way to partially remedy the FPS drop I am experiencing. The update seems to have added an "Atmospheric Density" option and it defaulted to it's maximum setting. I had assumed that the slider was meaningless since I had the boolean option disabled. Low and behold, turning the density slider to it's minimum setting boosted my FPS back to a steady ~65 FPS, though it still drops down to ~40 FPS in battle
I've found one way to partially remedy the FPS drop I am experiencing. The update seems to have added an "Atmospheric Density" option and it defaulted to it's maximum setting. I had assumed that the slider was meaningless since I had the boolean option disabled. Low and behold, turning the density slider to it's minimum setting boosted my FPS back to a steady ~65 FPS, though it still drops down to ~40 FPS in battle
As the person who added the atmospheric slider I can tell you that in vanilla the boolean toggle overrides the slider.
This crash happened on the IBIS server at 2015-10-25 16:53 UTC. I was in a gorge tunnel as a skulk. FPS was jumping around like crazy just before the screen went black while the core file was dumped. By "crazy" I mean jumping from ~60 FPS to <1 FPS in Observation on Descent. I hopped into the gorge tunnel to see how the FPS would change and then it crashed.
[578425.753960] ns2_linux32[2163]: segfault at 18 ip 00000000f3ae9b07 sp 00000000ffc942c0 error 4 in libGL.so.340.93[f3a9f000+b6000]
[Current thread is 1 (Thread 0xef6c98c0 (LWP 2163))]
(gdb) bt
#0 0xf3ae9b07 in ?? () from /usr/lib/i386-linux-gnu/libGL.so.1
#1 0xf134e794 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#2 0xf134e8a8 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#3 0xf7287b5c in M4::OpenGLDevice::SetRenderTargets (this=0xe730e838, numColorTargets=1, colorTarget=0xffc94420, depthTarget=0xe7479f88) at ../Source/Render/OpenGLDevice.cpp:572
#4 0xf72b7f59 in M4::RenderPipeline::SetupLayerRenderTargets (this=0xb8e79ae8, layer=..., backBufferColorTarget=0xe0936fa0, backBufferDepthTarget=0xe7479f88, faceIndex=0, viewport=...)
at ../Source/Render/RenderPipeline.cpp:1147
#5 0xf72ce646 in M4::RenderRenderer::Render (this=0xcdf97d48, pipeline=pipeline@entry=0xb8e79ae8, colorTarget=0xe0936fa0, depthTarget=depthTarget@entry=0xe7479f88,
faceIndex=faceIndex@entry=0, sourceTexture=sourceTexture@entry=0x0, sceneSettings=sceneSettings@entry=0xd28c1e52, setupSettings=setupSettings@entry=0xffc948f0,
scene=scene@entry=0xd3745450, time=1609.9365234375, camera=..., viewport=..., visibleObjects=..., background=background@entry=0x0) at ../Source/Render/RenderRenderer.cpp:1183
#6 0xf72ddca1 in M4::RenderScene::InternalRender (this=this@entry=0xd3745450, settings=..., colorTarget=colorTarget@entry=0xe0936fa0, depthTarget=depthTarget@entry=0xe7479f88,
faceIndex=faceIndex@entry=0, pipeline=pipeline@entry=0xb8e79ae8, camera=..., prevCamera=0x0, viewport=..., renderMask=renderMask@entry=4294967295,
cullingMode=cullingMode@entry=M4::RenderScene_CullingMode_Frustum, background=background@entry=0x0, deltaTime=deltaTime@entry=0.0170898438) at ../Source/Render/RenderScene.cpp:794
#7 0xf72de1d9 in M4::RenderScene::InternalRender (this=this@entry=0xd3745450, settings=..., colorTarget=colorTarget@entry=0xe0936fa0, depthTarget=depthTarget@entry=0xe7479f88,
faceIndex=faceIndex@entry=0, camera=camera@entry=0xc1171e40, _viewport=_viewport@entry=0x0, background=background@entry=0x0, deltaTime=deltaTime@entry=0.0170898438)
at ../Source/Render/RenderScene.cpp:732
#8 0xf72de4dc in M4::RenderScene::RenderMainCamera (this=this@entry=0xd3745450, settings=..., colorTarget=0xe0936fa0, depthTarget=depthTarget@entry=0xe7479f88,
faceIndex=faceIndex@entry=0, camera=camera@entry=0xc1171e40, viewport=viewport@entry=0x0, background=background@entry=0x0, time=time@entry=1609.9365234375)
at ../Source/Render/RenderScene.cpp:693
#9 0xf72de596 in M4::RenderScene::Render (this=0xd3745450, settings=..., colorTarget=colorTarget@entry=0xe0936fa0, depthTarget=0xe7479f88, camera=0xc1171e40,
background=background@entry=0x0, time=time@entry=1609.9365234375) at ../Source/Render/RenderScene.cpp:492
#10 0x0808b6d4 in M4::ClientWorld::Render (this=0xd289c008, drawer=..., swapChain=swapChain@entry=0xe74c8fd8) at ../Source/Spark_Client/ClientWorld.cpp:2750
#11 0x0806f144 in M4::ClientGame::Render (this=this@entry=0xe1eca008, swapChain=0xe74c8fd8) at ../Source/Spark_Client/ClientGame.cpp:1914
#12 0x0807cf0e in M4::ClientGame::Update (this=0xe1eca008, deltaTime=0.056911877999993976) at ../Source/Spark_Client/ClientGame.cpp:1112
#13 0x0806ce5f in M4::ClientEngine::Update (this=0xf3f63a78, deltaTime=0.056911877999993976) at ../Source/Spark_Client/ClientEngine.cpp:225
#14 0x080d1e52 in M4::BaseEngine::RunFrame (this=0xf3f63a78) at ../Source/Spark_Server/BaseEngine.cpp:206
#15 M4::BaseEngine::Run (this=this@entry=0xf3f63a78) at ../Source/Spark_Server/BaseEngine.cpp:170
#16 0x0806a196 in main (argc=1, argv=0xffc96254) at ../Source/ShooterExe/Main.cpp:83
(gdb) thread 2
[Switching to thread 2 (Thread 0xef53bb40 (LWP 2165))]
#0 0xf777ab70 in __kernel_vsyscall ()
(gdb) bt
#0 0xf777ab70 in __kernel_vsyscall ()
#1 0xf3ce5db7 in syscall () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
#2 0xf3bc213c in tbb::internal::concurrent_queue_base_v3::internal_pop (this=0xed53711c, dst=0x2) at ../../src/tbb/concurrent_queue.cpp:418
#3 0xf6c47370 in tbb::concurrent_bounded_queue<M4::Job*, tbb::cache_aligned_allocator<M4::Job*> >::pop (destination=@0xef53b150: 0x0,
this=0xf7171678 <M4::(anonymous namespace)::g_jobQueue>) at ../libs/tbb/include/tbb/concurrent_queue.h:365
#4 M4::WorkerThread::Run (this=0x86bbc00) at ../Source/Engine/Job.cpp:157
#5 0xf6c5a52d in M4::RunThread (data=0x86bbc00) at ../Source/Engine/linux/LinuxThread.cpp:34
#6 0xf3f0befb in start_thread () from /lib/i386-linux-gnu/i686/cmov/libpthread.so.0
#7 0xf3cea66e in clone () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
Well completely deleting "~/.config/Natural Selection 2" and then resetting all graphics settings back to low except leaving resolution at the native 1900x1200 let me play a game @ ~120 FPS, dipping to ~90 FPS in battle.
This crash happened while in Hydroponics on Biodome, again on the IBIS server. This time as a marine with a machine gun, about to build an RT.
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
Core was generated by `/media/bulk/Steam/SteamApps/common/Natural Selection 2/ns2_linux32'.
Program terminated with signal SIGABRT, Aborted.
#0 0xf7789b70 in __kernel_vsyscall ()
[Current thread is 1 (Thread 0xef6d88c0 (LWP 19409))]
(gdb) bt
#0 0xf7789b70 in __kernel_vsyscall ()
#1 0xf3c3e307 in raise () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
#2 0xf3c3f9c3 in abort () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
#3 0xf5cd5105 in TCMalloc_CRASH_internal(bool, char const*, int, char const*, char*) () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#4 0xf5cd51a9 in TCMalloc_CrashReporter::PrintfAndDie(char const*, ...) () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#5 0xf5cd0c26 in tcmalloc::FL_Push(void**, void*) () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#6 0xf5ceb350 in tc_free () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#7 0xf3b4de94 in ?? () from /usr/lib/i386-linux-gnu/libGL.so.1
#8 0xf3af966c in ?? () from /usr/lib/i386-linux-gnu/libGL.so.1
#9 0xf16fb160 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#10 0xf17f511c in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#11 0xf17f5a1e in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#12 0xf17aacdb in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#13 0xf17ebcc9 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#14 0xf1906afc in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#15 0xf1456a49 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#16 0xf72966d0 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe731d838, primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, numVertices=2478, startIndex=1491,
numPrimitives=7, numInstances=0) at ../Source/Render/OpenGLDevice.cpp:1090
#17 0xf72b7c5d in M4::RenderMesh::RenderFaceSet (this=this@entry=0x9e3b8d58, faceSetIndex=faceSetIndex@entry=12) at ../Source/Render/RenderMesh.cpp:620
#18 0xf72f0be8 in M4::RenderStaticMesh::RenderFaceSet (this=0x9e3b8cc0, faceSetIndex=12) at ../Source/Render/RenderStaticMesh.cpp:205
#19 0xf72df83d in M4::ObjectRenderer<M4::RenderStaticMesh>::RenderFaceSet (this=0xff8c7d2f, faceSet=..., faceSet=...) at ../Source/Render/RenderRenderer.cpp:351
#20 M4::RenderRenderer::RenderFaceSets<M4::RenderStaticMesh, M4::ObjectRenderer<M4::RenderStaticMesh> > (this=this@entry=0xb2108e50, context=..., viewerParams=..., renderer=...,
faceSets=0xd0abe7d8, numFaceSets=632) at ../Source/Render/RenderRenderer.cpp:3331
#21 0xf72da29b in M4::RenderRenderer::RenderStaticMeshes (this=this@entry=0xb2108e50, context=..., viewerParams=..., mesh=0xad62a0c4, numMeshes=42, techniqueIndex=techniqueIndex@entry=1,
reverseCulling=reverseCulling@entry=false) at ../Source/Render/RenderRenderer.cpp:2176
#22 0xf72dcefd in M4::RenderRenderer::RenderObjects (this=this@entry=0xb2108e50, context=..., viewerParams=..., typeIndex=..., techniqueIndex=techniqueIndex@entry=1,
objectsMask=objectsMask@entry=4294967039) at ../Source/Render/RenderRenderer.cpp:2074
#23 0xf72dd1d0 in M4::RenderRenderer::RenderObjects (this=0xb2108e50, scene=0xd02b2d60, context=..., typeIndexes=0xff8c8140, camera=..., viewport=..., techniqueIndex=1,
objectsMask=4294967039, zonesMask=4294967295) at ../Source/Render/RenderRenderer.cpp:2905
#24 0xf72dd72f in M4::RenderRenderer::Render (this=0xb2108e50, pipeline=pipeline@entry=0x939ee720, colorTarget=0xe74d7f50, depthTarget=depthTarget@entry=0xe74d7fa8,
faceIndex=faceIndex@entry=0, sourceTexture=sourceTexture@entry=0x0, sceneSettings=sceneSettings@entry=0xd31e6e3a, setupSettings=setupSettings@entry=0xff8c8410,
scene=scene@entry=0xd02b2d60, time=1148.71044921875, camera=..., viewport=..., visibleObjects=..., background=background@entry=0x0) at ../Source/Render/RenderRenderer.cpp:1223
#25 0xf72ecca1 in M4::RenderScene::InternalRender (this=this@entry=0xd02b2d60, settings=..., colorTarget=colorTarget@entry=0xe74d7f50, depthTarget=depthTarget@entry=0xe74d7fa8,
faceIndex=faceIndex@entry=0, pipeline=pipeline@entry=0x939ee720, camera=..., prevCamera=0x0, viewport=..., renderMask=renderMask@entry=4294967295,
cullingMode=cullingMode@entry=M4::RenderScene_CullingMode_Occlusion, background=background@entry=0x0, deltaTime=deltaTime@entry=0.0295410156) at ../Source/Render/RenderScene.cpp:794
#26 0xf72ed1d9 in M4::RenderScene::InternalRender (this=this@entry=0xd02b2d60, settings=..., colorTarget=colorTarget@entry=0xe74d7f50, depthTarget=depthTarget@entry=0xe74d7fa8,
faceIndex=faceIndex@entry=0, camera=camera@entry=0xb2083e50, _viewport=_viewport@entry=0x0, background=background@entry=0x0, deltaTime=deltaTime@entry=0.0295410156)
at ../Source/Render/RenderScene.cpp:732
#27 0xf72ed4dc in M4::RenderScene::RenderMainCamera (this=this@entry=0xd02b2d60, settings=..., colorTarget=0xe74d7f50, depthTarget=depthTarget@entry=0xe74d7fa8,
faceIndex=faceIndex@entry=0, camera=camera@entry=0xb2083e50, viewport=viewport@entry=0x0, background=background@entry=0x0, time=time@entry=1148.71044921875)
at ../Source/Render/RenderScene.cpp:693
#28 0xf72ed596 in M4::RenderScene::Render (this=0xd02b2d60, settings=..., colorTarget=colorTarget@entry=0xe74d7f50, depthTarget=0xe74d7fa8, camera=0xb2083e50,
background=background@entry=0x0, time=time@entry=1148.71044921875) at ../Source/Render/RenderScene.cpp:492
#29 0x0808b6d4 in M4::ClientWorld::Render (this=0xd31c0ff0, drawer=..., swapChain=swapChain@entry=0xe08b0fd8) at ../Source/Spark_Client/ClientWorld.cpp:2750
#30 0x0806f144 in M4::ClientGame::Render (this=this@entry=0xe1e14008, swapChain=0xe08b0fd8) at ../Source/Spark_Client/ClientGame.cpp:1914
#31 0x0807cf0e in M4::ClientGame::Update (this=0xe1e14008, deltaTime=0.052118249999921318) at ../Source/Spark_Client/ClientGame.cpp:1112
#32 0x0806ce5f in M4::ClientEngine::Update (this=0xf3f72a78, deltaTime=0.052118249999921318) at ../Source/Spark_Client/ClientEngine.cpp:225
#33 0x080d1e52 in M4::BaseEngine::RunFrame (this=0xf3f72a78) at ../Source/Spark_Server/BaseEngine.cpp:206
#34 M4::BaseEngine::Run (this=this@entry=0xf3f72a78) at ../Source/Spark_Server/BaseEngine.cpp:170
#35 0x0806a196 in main (argc=1, argv=0xff8c9d74) at ../Source/ShooterExe/Main.cpp:83
(gdb) thread 2
[Switching to thread 2 (Thread 0xef54ab40 (LWP 19411))]
#0 0xf7789b70 in __kernel_vsyscall ()
(gdb) bt
#0 0xf7789b70 in __kernel_vsyscall ()
#1 0xf3cf4db7 in syscall () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
#2 0xf3bd113c in tbb::internal::concurrent_queue_base_v3::internal_pop (this=0xe7d3b11c, dst=0x2) at ../../src/tbb/concurrent_queue.cpp:418
#3 0xf6c56370 in tbb::concurrent_bounded_queue<M4::Job*, tbb::cache_aligned_allocator<M4::Job*> >::pop (destination=@0xef54a150: 0x0,
this=0xf7180678 <M4::(anonymous namespace)::g_jobQueue>) at ../libs/tbb/include/tbb/concurrent_queue.h:365
#4 M4::WorkerThread::Run (this=0x8e72c00) at ../Source/Engine/Job.cpp:157
#5 0xf6c6952d in M4::RunThread (data=0x8e72c00) at ../Source/Engine/linux/LinuxThread.cpp:34
#6 0xf3f1aefb in start_thread () from /lib/i386-linux-gnu/i686/cmov/libpthread.so.0
#7 0xf3cf966e in clone () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited October 2015
@eyeris Try running with medium textures and see if you encounter the same results.
Supposedly those backtraces are generally caused around the same time OpenGL is no longer able to allocate memory. (probably from high textures)
Our linux dev, computerquip has spent months trying to fix that specific issue.
Edit: looking through your old comments, your ram was reported at 16041 Mb for some reason?? How much ram do you currently have? (and I am assuming you're running 64 bit linux)
And if you're still using that 1 GB 460 GTX be sure to set your texture streaming memory in the options to 1 GB.
@eyeris Try running with medium textures and see if you encounter the same results.
Supposedly those backtraces are generally caused around the same time OpenGL is no longer able to allocate memory. (probably from high textures)
Our linux dev, computerquip has spent months trying to fix that specific issue.
Edit: looking through your old comments, your ram was reported at 16041 Mb for some reason?? How much ram do you currently have? (and I am assuming you're running 64 bit linux)
And if you're still using that 1 GB 460 GTX be sure to set your texture streaming memory in the options to 1 GB.
Yeah, I'm running a vanilla 64-bit debian kernel.
$ uname -a
Linux lukahn 4.2.0-1-amd64 #1 SMP Debian 4.2.3-2 (2015-10-14) x86_64 GNU/Linux
I'm happy to try running with medium quality textures, though both of those crash reports were running with low quality textures. I suppose I could also try running with high quality textures in order to see if the crash happens more often.
I do have the video memory setting configured for my 1 GB graphics card. As I understand it, TCmalloc is for allocating system RAM. Could it be that some server mods (especially on IBIS) are simply causing the memory usage to eclipse the 2GB addressable range? I would normally argue that other users would be seeing it too, but the core file for the SIGABRT where TCmalloc bailed out is almost exactly 2 GB:
$ ls -1s --block-size=1M core.*
2041 core.19409.6
1879 core.2163.11
In case it's helpful, here's the low level details my card:
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited October 2015
@eyeris I am sure it is unrelated, but you might want to upgrade your Nvidia drivers to the latest 352.55 anyways.
Thanks for the rest of the info, I'll pass it onto computerquip
I set texture quality to high and I was able to reproduce both crashes within minutes.
Here is the SIGSEGV crash. This was on DMD Dallas 2, in the ready room on Refinery, before I joined a team. In the console, just before the segfault, I found this:
[1148.678] ClientGame::UpdateWorld : Error: Unable to open '' (usage 0x1)
[Current thread is 1 (Thread 0xefb798c0 (LWP 4336))]
(gdb) bt
#0 0xf3a65b07 in ?? () from /usr/lib/i386-linux-gnu/libGL.so.1
#1 0xf1481794 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#2 0xf14818a8 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#3 0xf7202b5c in M4::OpenGLDevice::SetRenderTargets (this=0xe77bd838, numColorTargets=1, colorTarget=0xfff81270, depthTarget=0xe7978f80) at ../Source/Render/OpenGLDevice.cpp:572
#4 0xf7232f59 in M4::RenderPipeline::SetupLayerRenderTargets (this=0x94b857f8, layer=..., backBufferColorTarget=0xe0d61fb0, backBufferDepthTarget=0xe7978f80, faceIndex=0, viewport=...)
at ../Source/Render/RenderPipeline.cpp:1147
#5 0xf7249646 in M4::RenderRenderer::Render (this=0xd32f4cc0, pipeline=pipeline@entry=0x94b857f8, colorTarget=0xe0d61fb0, depthTarget=depthTarget@entry=0xe7978f80, faceIndex=faceIndex@entry=0,
sourceTexture=sourceTexture@entry=0x0, sceneSettings=sceneSettings@entry=0xcfe6fe1a, setupSettings=setupSettings@entry=0xfff81740, scene=scene@entry=0xd38d6400, time=964.07806396484375, camera=...,
viewport=..., visibleObjects=..., background=background@entry=0x0) at ../Source/Render/RenderRenderer.cpp:1183
#6 0xf7258ca1 in M4::RenderScene::InternalRender (this=this@entry=0xd38d6400, settings=..., colorTarget=colorTarget@entry=0xe0d61fb0, depthTarget=depthTarget@entry=0xe7978f80, faceIndex=faceIndex@entry=0,
pipeline=pipeline@entry=0x94b857f8, camera=..., prevCamera=0x0, viewport=..., renderMask=renderMask@entry=4294967295, cullingMode=cullingMode@entry=M4::RenderScene_CullingMode_Occlusion,
background=background@entry=0x0, deltaTime=deltaTime@entry=0.166809082) at ../Source/Render/RenderScene.cpp:794
#7 0xf72591d9 in M4::RenderScene::InternalRender (this=this@entry=0xd38d6400, settings=..., colorTarget=colorTarget@entry=0xe0d61fb0, depthTarget=depthTarget@entry=0xe7978f80, faceIndex=faceIndex@entry=0,
camera=camera@entry=0xbb0cae50, _viewport=_viewport@entry=0x0, background=background@entry=0x0, deltaTime=deltaTime@entry=0.166809082) at ../Source/Render/RenderScene.cpp:732
#8 0xf72594dc in M4::RenderScene::RenderMainCamera (this=this@entry=0xd38d6400, settings=..., colorTarget=0xe0d61fb0, depthTarget=depthTarget@entry=0xe7978f80, faceIndex=faceIndex@entry=0,
camera=camera@entry=0xbb0cae50, viewport=viewport@entry=0x0, background=background@entry=0x0, time=time@entry=964.07806396484375) at ../Source/Render/RenderScene.cpp:693
#9 0xf7259596 in M4::RenderScene::Render (this=0xd38d6400, settings=..., colorTarget=colorTarget@entry=0xe0d61fb0, depthTarget=0xe7978f80, camera=0xbb0cae50, background=background@entry=0x0,
time=time@entry=964.07806396484375) at ../Source/Render/RenderScene.cpp:492
#10 0x0808b6d4 in M4::ClientWorld::Render (this=0xcfe49fd0, drawer=..., swapChain=swapChain@entry=0xe7978f50) at ../Source/Spark_Client/ClientWorld.cpp:2750
#11 0x0806f144 in M4::ClientGame::Render (this=this@entry=0xe22bf008, swapChain=0xe7978f50) at ../Source/Spark_Client/ClientGame.cpp:1914
#12 0x0807cf0e in M4::ClientGame::Update (this=0xe22bf008, deltaTime=0.12083551399996395) at ../Source/Spark_Client/ClientGame.cpp:1112
#13 0x0806ce5f in M4::ClientEngine::Update (this=0xf3edea78, deltaTime=0.12083551399996395) at ../Source/Spark_Client/ClientEngine.cpp:225
#14 0x080d1e52 in M4::BaseEngine::RunFrame (this=0xf3edea78) at ../Source/Spark_Server/BaseEngine.cpp:206
#15 M4::BaseEngine::Run (this=this@entry=0xf3edea78) at ../Source/Spark_Server/BaseEngine.cpp:170
#16 0x0806a196 in main (argc=1, argv=0xfff830a4) at ../Source/ShooterExe/Main.cpp:83
This is the SIGABRT on Lubkers on Veil, in the ready room between matches:
[Current thread is 1 (Thread 0xefc028c0 (LWP 5519))]
(gdb) bt
#0 0xf777eb70 in __kernel_vsyscall ()
#1 0xf3c34307 in raise () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
#2 0xf3c359c3 in abort () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
#3 0xf5cca105 in TCMalloc_CRASH_internal(bool, char const*, int, char const*, char*) () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#4 0xf5cca1a9 in TCMalloc_CrashReporter::PrintfAndDie(char const*, ...) () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#5 0xf5cc5c26 in tcmalloc::FL_Push(void**, void*) () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#6 0xf5ce0350 in tc_free () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#7 0xf3b43e94 in ?? () from /usr/lib/i386-linux-gnu/libGL.so.1
#8 0xf3aef66c in ?? () from /usr/lib/i386-linux-gnu/libGL.so.1
#9 0xf18a8160 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#10 0xf19a211c in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#11 0xf19a2a1e in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#12 0xf1957cdb in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#13 0xf19d2803 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#14 0xf18b876e in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#15 0xf18b8bcc in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#16 0xf18d3fc9 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#17 0xf18d591d in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#18 0xf198e294 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#19 0xf1998d47 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#20 0xf1ab3afc in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#21 0xf1603a49 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#22 0xf728b6d0 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe7846838, primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, numVertices=3612, startIndex=3600, numPrimitives=4,
numInstances=0) at ../Source/Render/OpenGLDevice.cpp:1090
#23 0xf72acc5d in M4::RenderMesh::RenderFaceSet (this=this@entry=0xafe5b9e8, faceSetIndex=faceSetIndex@entry=17) at ../Source/Render/RenderMesh.cpp:620
#24 0xf72e5be8 in M4::RenderStaticMesh::RenderFaceSet (this=0xafe5b950, faceSetIndex=17) at ../Source/Render/RenderStaticMesh.cpp:205
#25 0xf72d483d in M4::ObjectRenderer<M4::RenderStaticMesh>::RenderFaceSet (this=0xff8b0fbf, faceSet=..., faceSet=...) at ../Source/Render/RenderRenderer.cpp:351
#26 M4::RenderRenderer::RenderFaceSets<M4::RenderStaticMesh, M4::ObjectRenderer<M4::RenderStaticMesh> > (this=this@entry=0xd2067a28, context=..., viewerParams=..., renderer=..., faceSets=0xcf3767d8,
numFaceSets=90) at ../Source/Render/RenderRenderer.cpp:3331
#27 0xf72cf29b in M4::RenderRenderer::RenderStaticMeshes (this=this@entry=0xd2067a28, context=..., viewerParams=..., mesh=0xad35f858, numMeshes=8, techniqueIndex=techniqueIndex@entry=1,
reverseCulling=reverseCulling@entry=false) at ../Source/Render/RenderRenderer.cpp:2176
#28 0xf72d1efd in M4::RenderRenderer::RenderObjects (this=this@entry=0xd2067a28, context=..., viewerParams=..., typeIndex=..., techniqueIndex=techniqueIndex@entry=1, objectsMask=objectsMask@entry=4294967039)
at ../Source/Render/RenderRenderer.cpp:2074
#29 0xf72d21d0 in M4::RenderRenderer::RenderObjects (this=0xd2067a28, scene=0xd08e4d60, context=..., typeIndexes=0xff8b13d0, camera=..., viewport=..., techniqueIndex=1, objectsMask=4294967039,
zonesMask=4294967295) at ../Source/Render/RenderRenderer.cpp:2905
#30 0xf72d272f in M4::RenderRenderer::Render (this=0xd2067a28, pipeline=pipeline@entry=0xb86e5600, colorTarget=0xe7a01f80, depthTarget=depthTarget@entry=0xe79b2f88, faceIndex=faceIndex@entry=0,
sourceTexture=sourceTexture@entry=0x0, sceneSettings=sceneSettings@entry=0xce0a3e22, setupSettings=setupSettings@entry=0xff8b16a0, scene=scene@entry=0xd08e4d60, time=6377.79052734375, camera=...,
viewport=..., visibleObjects=..., background=background@entry=0x0) at ../Source/Render/RenderRenderer.cpp:1223
#31 0xf72e1ca1 in M4::RenderScene::InternalRender (this=this@entry=0xd08e4d60, settings=..., colorTarget=colorTarget@entry=0xe7a01f80, depthTarget=depthTarget@entry=0xe79b2f88, faceIndex=faceIndex@entry=0,
pipeline=pipeline@entry=0xb86e5600, camera=..., prevCamera=0x0, viewport=..., renderMask=renderMask@entry=4294967295, cullingMode=cullingMode@entry=M4::RenderScene_CullingMode_Occlusion,
background=background@entry=0x0, deltaTime=deltaTime@entry=0.05859375) at ../Source/Render/RenderScene.cpp:794
#32 0xf72e21d9 in M4::RenderScene::InternalRender (this=this@entry=0xd08e4d60, settings=..., colorTarget=colorTarget@entry=0xe7a01f80, depthTarget=depthTarget@entry=0xe79b2f88, faceIndex=faceIndex@entry=0,
camera=camera@entry=0xc0e2ae30, _viewport=_viewport@entry=0x0, background=background@entry=0x0, deltaTime=deltaTime@entry=0.05859375) at ../Source/Render/RenderScene.cpp:732
#33 0xf72e24dc in M4::RenderScene::RenderMainCamera (this=this@entry=0xd08e4d60, settings=..., colorTarget=0xe7a01f80, depthTarget=depthTarget@entry=0xe79b2f88, faceIndex=faceIndex@entry=0,
camera=camera@entry=0xc0e2ae30, viewport=viewport@entry=0x0, background=background@entry=0x0, time=time@entry=6377.79052734375) at ../Source/Render/RenderScene.cpp:693
#34 0xf72e2596 in M4::RenderScene::Render (this=0xd08e4d60, settings=..., colorTarget=colorTarget@entry=0xe7a01f80, depthTarget=0xe79b2f88, camera=0xc0e2ae30, background=background@entry=0x0,
time=time@entry=6377.79052734375) at ../Source/Render/RenderScene.cpp:492
#35 0x0808b6d4 in M4::ClientWorld::Render (this=0xce07dfd8, drawer=..., swapChain=swapChain@entry=0xe7a01f50) at ../Source/Spark_Client/ClientWorld.cpp:2750
#36 0x0806f144 in M4::ClientGame::Render (this=this@entry=0xe2348008, swapChain=0xe7a01f50) at ../Source/Spark_Client/ClientGame.cpp:1914
#37 0x0807cf0e in M4::ClientGame::Update (this=0xe2348008, deltaTime=0.082808669000002055) at ../Source/Spark_Client/ClientGame.cpp:1112
#38 0x0806ce5f in M4::ClientEngine::Update (this=0xf3f67a78, deltaTime=0.082808669000002055) at ../Source/Spark_Client/ClientEngine.cpp:225
#39 0x080d1e52 in M4::BaseEngine::RunFrame (this=0xf3f67a78) at ../Source/Spark_Server/BaseEngine.cpp:206
#40 M4::BaseEngine::Run (this=this@entry=0xf3f67a78) at ../Source/Spark_Server/BaseEngine.cpp:170
#41 0x0806a196 in main (argc=1, argv=0xff8b3004) at ../Source/ShooterExe/Main.cpp:83
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
There is a theory that this crash is related to some memory usage issue on opengl linux. When opengl runs out of memory, it crashes.
Sadly there is no theory why this actually happens. Developer builds that enable opengl on windows do not see this behaviour, the memory usage on windows with opengl is much lower than on linux. Computerquip has been debugging this issue for quite some time, with no real lead yet.
So any information is good i guess. Like, what exactly do you do to reproduce it. Good and fast repro steps are always important when debugging a problem.
Well here's a crash that challenges the theory that the SIGABRT bug is caused by running out of memory. Maybe TCmalloc believes it ran out of memory but that can't actually be true here. I'm beginning to suspect that this has something to do with Alt-Tab window switching.
This crash happened right after I launched the game. The main menu appeared. The audio was set too high because I had just been playing Insurgency. I used the key on my keyboard to turn down the volume. That causes the game to lose focus. When I pressed Alt-Tab to switch back to the game window, it crashed with the familiar backtrace. The core file is only 787 MB.
This got me thinking back to my more recent tests, where I was trying to get the game to crash by increasing memory consumption. One of the things each of those crashes has in common is that shortly before (though not always *right* before) I had Alt-Tab switched to a terminal window to run htop to check memory usage.
[Current thread is 1 (Thread 0xefc248c0 (LWP 24434))]
(gdb) bt
#0 0xf77a0b70 in __kernel_vsyscall ()
#1 0xf3c56307 in raise () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
#2 0xf3c579c3 in abort () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
#3 0xf5cec105 in TCMalloc_CRASH_internal(bool, char const*, int, char const*, char*) () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#4 0xf5cec1a9 in TCMalloc_CrashReporter::PrintfAndDie(char const*, ...) () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#5 0xf5ce7c26 in tcmalloc::FL_Push(void**, void*) () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#6 0xf5d02350 in tc_free () from /media/games-ia32/Natural Selection 2/libawesomium-1-7.so.4
#7 0xf3b65e94 in ?? () from /usr/lib/i386-linux-gnu/libGL.so.1
#8 0xf3b1166c in ?? () from /usr/lib/i386-linux-gnu/libGL.so.1
#9 0xf18ca160 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#10 0xf19c411c in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#11 0xf19c4a1e in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#12 0xf1979cdb in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#13 0xf19bacc9 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#14 0xf1ad5afc in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#15 0xf1625a49 in ?? () from /usr/lib/i386-linux-gnu/libnvidia-glcore.so.340.93
#16 0xf72ad6d0 in M4::OpenGLDevice::DrawIndexedPrimitives (this=this@entry=0xe7868838, primitiveType=primitiveType@entry=M4::RenderPrimitiveType_TriangleList, minVertexIndex=minVertexIndex@entry=0,
numVertices=537, startIndex=startIndex@entry=0, numPrimitives=numPrimitives@entry=182, numInstances=numInstances@entry=0) at ../Source/Render/OpenGLDevice.cpp:1090
#17 0xf72d9c05 in M4::RenderModelProxy::RenderFaceSet (this=0xcc00aca8, faceSetIndex=faceSetIndex@entry=0, numInstances=numInstances@entry=0) at ../Source/Render/RenderModelProxy.cpp:331
#18 0xf72d2ca9 in M4::RenderModel::RenderFaceSet (this=0xd3ec6b10, faceSetIndex=0) at ../Source/Render/RenderModel.cpp:217
#19 0xf72f6f70 in M4::ObjectRenderer<M4::RenderModel>::RenderFaceSet (this=0xff8b610f, faceSet=..., faceSet=...) at ../Source/Render/RenderRenderer.cpp:351
#20 M4::RenderRenderer::RenderFaceSets<M4::RenderModel, M4::ObjectRenderer<M4::RenderModel> > (this=this@entry=0xd36ffcb0, context=..., viewerParams=..., renderer=..., faceSets=0xd0bd67d8, numFaceSets=320)
at ../Source/Render/RenderRenderer.cpp:3331
#21 0xf72f1804 in M4::RenderRenderer::RenderModels (this=this@entry=0xd36ffcb0, context=..., viewerParams=..., models=0xcdb56130, numModels=294, techniqueIndex=techniqueIndex@entry=1,
reverseCulling=reverseCulling@entry=false, shadows=shadows@entry=false) at ../Source/Render/RenderRenderer.cpp:2391
#22 0xf72f3ebf in M4::RenderRenderer::RenderObjects (this=this@entry=0xd36ffcb0, context=..., viewerParams=..., typeIndex=..., techniqueIndex=techniqueIndex@entry=1, objectsMask=objectsMask@entry=4294967039)
at ../Source/Render/RenderRenderer.cpp:2078
#23 0xf72f41d0 in M4::RenderRenderer::RenderObjects (this=0xd36ffcb0, scene=0xd3954418, context=..., typeIndexes=0xff8b6520, camera=..., viewport=..., techniqueIndex=1, objectsMask=4294967039,
zonesMask=4294967295) at ../Source/Render/RenderRenderer.cpp:2905
#24 0xf72f472f in M4::RenderRenderer::Render (this=0xd36ffcb0, pipeline=pipeline@entry=0xd0a2af90, colorTarget=0xe7a23f50, depthTarget=depthTarget@entry=0xe7a23fa8, faceIndex=faceIndex@entry=0,
sourceTexture=sourceTexture@entry=0x0, sceneSettings=sceneSettings@entry=0xd4862e52, setupSettings=setupSettings@entry=0xff8b67f0, scene=scene@entry=0xd3954418, time=17.004150390625, camera=...,
viewport=..., visibleObjects=..., background=background@entry=0x0) at ../Source/Render/RenderRenderer.cpp:1223
#25 0xf7303ca1 in M4::RenderScene::InternalRender (this=this@entry=0xd3954418, settings=..., colorTarget=colorTarget@entry=0xe7a23f50, depthTarget=depthTarget@entry=0xe7a23fa8, faceIndex=faceIndex@entry=0,
pipeline=pipeline@entry=0xd0a2af90, camera=..., prevCamera=0x0, viewport=..., renderMask=renderMask@entry=4294967295, cullingMode=cullingMode@entry=M4::RenderScene_CullingMode_Occlusion,
background=background@entry=0x0, deltaTime=deltaTime@entry=0.0510063171) at ../Source/Render/RenderScene.cpp:794
#26 0xf73041d9 in M4::RenderScene::InternalRender (this=this@entry=0xd3954418, settings=..., colorTarget=colorTarget@entry=0xe7a23f50, depthTarget=depthTarget@entry=0xe7a23fa8, faceIndex=faceIndex@entry=0,
camera=camera@entry=0xd36d0460, _viewport=_viewport@entry=0x0, background=background@entry=0x0, deltaTime=deltaTime@entry=0.0510063171) at ../Source/Render/RenderScene.cpp:732
#27 0xf73044dc in M4::RenderScene::RenderMainCamera (this=this@entry=0xd3954418, settings=..., colorTarget=0xe7a23f50, depthTarget=depthTarget@entry=0xe7a23fa8, faceIndex=faceIndex@entry=0,
camera=camera@entry=0xd36d0460, viewport=viewport@entry=0x0, background=background@entry=0x0, time=time@entry=17.004150390625) at ../Source/Render/RenderScene.cpp:693
#28 0xf7304596 in M4::RenderScene::Render (this=0xd3954418, settings=..., colorTarget=colorTarget@entry=0xe7a23f50, depthTarget=0xe7a23fa8, camera=0xd36d0460, background=background@entry=0x0,
time=time@entry=17.004150390625) at ../Source/Render/RenderScene.cpp:492
#29 0x0808b6d4 in M4::ClientWorld::Render (this=0xd483d008, drawer=..., swapChain=swapChain@entry=0xe0df3fd8) at ../Source/Spark_Client/ClientWorld.cpp:2750
#30 0x0806f144 in M4::ClientGame::Render (this=this@entry=0xe236a008, swapChain=0xe0df3fd8) at ../Source/Spark_Client/ClientGame.cpp:1914
#31 0x0807cf0e in M4::ClientGame::Update (this=0xe236a008, deltaTime=0.072950701999999978) at ../Source/Spark_Client/ClientGame.cpp:1112
#32 0x0806ce5f in M4::ClientEngine::Update (this=0xf3f89a78, deltaTime=0.072950701999999978) at ../Source/Spark_Client/ClientEngine.cpp:225
#33 0x080d1e52 in M4::BaseEngine::RunFrame (this=0xf3f89a78) at ../Source/Spark_Server/BaseEngine.cpp:206
#34 M4::BaseEngine::Run (this=this@entry=0xf3f89a78) at ../Source/Spark_Server/BaseEngine.cpp:170
#35 0x0806a196 in main (argc=1, argv=0xff8b8154) at ../Source/ShooterExe/Main.cpp:83
Alt tabbing should reload all of the texture memory again into VRAM, so I could see the possibility, but to me it would seem more like it is flushing it first and then reloading textures.
Just out of plain curiosity can you report the few lines of text that are spit out in your console / log after typing in f_test
Alt tabbing should reload all of the texture memory again into VRAM, so I could see the possibility, but to me it would seem more like it is flushing it first and then reloading textures.
Just out of plain curiosity can you report the few lines of text that are spit out in your console / log after typing in f_test
Just after launch the game, still at the menu:
[ 17.017] MainThread : Loading 'ui/marine_buy_bigicons.dds' took 0.002ms, size 18.310mb
[ 17.106] MainThread : Loading 'ui/alien_commander_tabs.dds' took 0.089ms, size 10.667mb
[ 17.199] MainThread : Loading 'ui/marine_commander_tabs.dds' took 0.093ms, size 10.667mb
[ 17.269] MainThread : Loading 'ui/unitstatus_marine.dds' took 0.070ms, size 8.000mb
[ 17.351] MainThread : Loading 'ui/ScreenMask.dds' took 0.082ms, size 7.324mb
[ 17.351] MainThread : Loading 'ui/unitstatus_alien.dds' took 0.001ms, size 7.000mb
[ 17.352] MainThread : Loading 'ui/unitstatus_neutral.dds' took 0.001ms, size 7.000mb
[ 17.353] MainThread : Loading 'ui/buildmenu.dds' took 0.001ms, size 5.859mb
[ 17.413] MainThread : Loading 'ui/alien_commander_bg_smoke.dds' took 0.060ms, size 5.333mb
[ 17.472] MainThread : Loading 'ui/alien_commander_textures.dds' took 0.059ms, size 5.333mb
[ 17.502] MainThread : Loading 'ui/health_circle.dds' took 0.029ms, size 5.333mb
[ 17.555] MainThread : Loading 'ui/health_circle_alien.dds' took 0.054ms, size 5.333mb
[ 17.556] MainThread : Total filesystem test load time : 0.541ms to load 96.16mb
After Alt-Tabing out of the game and then back in:
[ 25.857] MainThread : Loading 'ui/marine_buy_bigicons.dds' took 0.002ms, size 18.310mb
[ 25.859] MainThread : Loading 'ui/alien_commander_tabs.dds' took 0.001ms, size 10.667mb
[ 25.860] MainThread : Loading 'ui/marine_commander_tabs.dds' took 0.001ms, size 10.667mb
[ 25.861] MainThread : Loading 'ui/unitstatus_marine.dds' took 0.001ms, size 8.000mb
[ 25.862] MainThread : Loading 'ui/ScreenMask.dds' took 0.001ms, size 7.324mb
[ 25.863] MainThread : Loading 'ui/unitstatus_alien.dds' took 0.001ms, size 7.000mb
[ 25.864] MainThread : Loading 'ui/unitstatus_neutral.dds' took 0.001ms, size 7.000mb
[ 25.864] MainThread : Loading 'ui/buildmenu.dds' took 0.001ms, size 5.859mb
[ 25.865] MainThread : Loading 'ui/alien_commander_bg_smoke.dds' took 0.001ms, size 5.333mb
[ 25.866] MainThread : Loading 'ui/alien_commander_textures.dds' took 0.001ms, size 5.333mb
[ 25.866] MainThread : Loading 'ui/health_circle.dds' took 0.001ms, size 5.333mb
[ 25.867] MainThread : Loading 'ui/health_circle_alien.dds' took 0.001ms, size 5.333mb
[ 25.867] MainThread : Total filesystem test load time : 0.011ms to load 96.16mb
In the ready room just after joining Wooza's hamster wheel:
[ 66.825] MainThread : Loading 'ui/marine_buy_bigicons.dds' took 0.002ms, size 18.310mb
[ 66.826] MainThread : Loading 'ui/alien_commander_tabs.dds' took 0.001ms, size 10.667mb
[ 66.826] MainThread : Loading 'ui/marine_commander_tabs.dds' took 0.001ms, size 10.667mb
[ 66.827] MainThread : Loading 'ui/unitstatus_marine.dds' took 0.000ms, size 1.500mb
[ 66.827] MainThread : Loading 'ui/ScreenMask.dds' took 0.001ms, size 7.324mb
[ 66.828] MainThread : Loading 'ui/unitstatus_alien.dds' took 0.001ms, size 7.000mb
[ 66.829] MainThread : Loading 'ui/unitstatus_neutral.dds' took 0.001ms, size 7.000mb
[ 66.829] MainThread : Loading 'ui/buildmenu.dds' took 0.000ms, size 5.859mb
[ 66.830] MainThread : Loading 'ui/alien_commander_bg_smoke.dds' took 0.001ms, size 5.333mb
[ 66.830] MainThread : Loading 'ui/alien_commander_textures.dds' took 0.001ms, size 5.333mb
[ 66.831] MainThread : Loading 'ui/health_circle.dds' took 0.001ms, size 5.333mb
[ 66.831] MainThread : Loading 'ui/health_circle_alien.dds' took 0.000ms, size 5.333mb
[ 66.832] MainThread : Total filesystem test load time : 0.009ms to load 89.66mb
I'm sure almost all of those files are being read out of RAM. I have 16 GB of RAM and more than half of it is being used for caches:
Comments
I'm getting this same sorta bug - but only when I resize to a lower resolution after the game is already loaded.
My comp is below minimum specs, so when it's acting sluggish I'll usually switch down from 1080p to 720p. Since the new patch, sometimes when I do this, the scaling on the map doesn't carry over (i.e. the map too big for the screen). The menu elements also become too big, like in this video.
I think the opposite also happens sometimes - if I switch from 720p to 1080p, sometimes the map becomes too small. Never seen it effect the menu in that regard though, although I've had no reason to go to the menu when this happens (often when the map becomes too big from shifting down the resolution, I try to go into menu to change the graphics settings back, only to realise I can't click on options as it's below the bottom of the screen - whereas a small map from shifting up the resolution doesn't bother me so much).
In addition to the drastic FPS drop, the game occasionally crashes while making a graphics call:
[460214.011422] ns2_linux32[28317]: segfault at 18 ip 00000000f3b48b07 sp 00000000ff9e9d00 error 4 in libGL.so.340.93[f3afe000+b6000]
The game was so stable for so long that I had stopped running it with core dumps enabled. I'll re-enable those to try to get a stacktrace.
As the person who added the atmospheric slider I can tell you that in vanilla the boolean toggle overrides the slider.
The that comes from my terminal when launching NS2 from the command line -- not from log.txt.
Mods and mixes of mods can cause all kinds of weird stuff. So its always nice to test a different mixture.
Supposedly those backtraces are generally caused around the same time OpenGL is no longer able to allocate memory. (probably from high textures)
Our linux dev, computerquip has spent months trying to fix that specific issue.
Edit: looking through your old comments, your ram was reported at 16041 Mb for some reason?? How much ram do you currently have? (and I am assuming you're running 64 bit linux)
And if you're still using that 1 GB 460 GTX be sure to set your texture streaming memory in the options to 1 GB.
Yeah, I'm running a vanilla 64-bit debian kernel.
I'm happy to try running with medium quality textures, though both of those crash reports were running with low quality textures. I suppose I could also try running with high quality textures in order to see if the crash happens more often.
I do have the video memory setting configured for my 1 GB graphics card. As I understand it, TCmalloc is for allocating system RAM. Could it be that some server mods (especially on IBIS) are simply causing the memory usage to eclipse the 2GB addressable range? I would normally argue that other users would be seeing it too, but the core file for the SIGABRT where TCmalloc bailed out is almost exactly 2 GB:
In case it's helpful, here's the low level details my card:
I'm not sure why the RAM reported is a little low. I have 16 GB. My BIOS reports 16 GB. My OS doesn't see 375 MB of that:
Thanks for the rest of the info, I'll pass it onto computerquip
Here is the SIGSEGV crash. This was on DMD Dallas 2, in the ready room on Refinery, before I joined a team. In the console, just before the segfault, I found this:
This is the SIGABRT on Lubkers on Veil, in the ready room between matches:
Sadly there is no theory why this actually happens. Developer builds that enable opengl on windows do not see this behaviour, the memory usage on windows with opengl is much lower than on linux. Computerquip has been debugging this issue for quite some time, with no real lead yet.
So any information is good i guess. Like, what exactly do you do to reproduce it. Good and fast repro steps are always important when debugging a problem.
This crash happened right after I launched the game. The main menu appeared. The audio was set too high because I had just been playing Insurgency. I used the key on my keyboard to turn down the volume. That causes the game to lose focus. When I pressed Alt-Tab to switch back to the game window, it crashed with the familiar backtrace. The core file is only 787 MB.
This got me thinking back to my more recent tests, where I was trying to get the game to crash by increasing memory consumption. One of the things each of those crashes has in common is that shortly before (though not always *right* before) I had Alt-Tab switched to a terminal window to run htop to check memory usage.
Alt tabbing should reload all of the texture memory again into VRAM, so I could see the possibility, but to me it would seem more like it is flushing it first and then reloading textures.
Just out of plain curiosity can you report the few lines of text that are spit out in your console / log after typing in f_test
Just after launch the game, still at the menu:
After Alt-Tabing out of the game and then back in:
In the ready room just after joining Wooza's hamster wheel:
I'm sure almost all of those files are being read out of RAM. I have 16 GB of RAM and more than half of it is being used for caches:
I also found somebody with a similar issue from another game:
https://github.com/Facepunch/garrysmod-issues/issues/417
They recommend preloading the tcmalloc library. Could you try to investigate in that direction?
Same SIGABRT backtrace while using LD_PRELOAD
As a com, pressing space bar doesn't take you to requests?