SarahC
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Posts: 36
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Post by SarahC on Feb 14, 2015 5:56:20 GMT
Operating System:Windows 7 Professional 64Bit (SP1) System Specs:
Two Xeon E5440 2.83GHz (8 cores) nVidia GTS 450 1GB (Driver 331.65) 16GB RAM D3D API 11 Game Version
Latest as of 14/02 (V0.03) Steps to reproduce bug or what you were doing when the bug occured:On level "The Queen's fodder" (lots of soldiers) After loading "The Blob.bsg" (attached), hit "Play". The game slows down to about 2 FPS - but ONLY with the attached weapon file.
The weapon was created this morning (14/02) - (the model code isn't out of date?) Strangely : The resource usage does not reflect the gameplay: The CPU usage is LOW, except CPU 0, which is running at around 70% The GPU usage is LOW, under 10% used. Lastly, playing the level after this one (the two boulders) is also slow - until the game is exited, and re-entered. At this point the boulders level plays normally. The output log attached contains a single run, which was run in a window: 1: Deleted output_log.txt 2: Opened game. 3: Opened "Queens Fodder" 4: Opened The Blob.BSG 5: Pressed "Play" 6: Drove around for about a minute (game is slow all this time.) 7: Opened "Home", and clicked "Close game, and exit to desktop." Attached log to this post. Attachments:output_log.txt (51.93 KB)
TheBlob.bsg (17.9 KB)
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Post by SuburbanSB on Feb 14, 2015 8:23:25 GMT
First off, Welcome to the forums SarahC, and I just want to say thank you very much for the way you laid out this report. Very professional, clean and easy to read! Now onto the report. The game has issues when using machines with a large amount of blocks, this is experienced by almost every user. It does not seem to be a matter of CPU/GPU either. More an issue with efficiencies within the code itself. I noticed that you machine has almost 200 blocks! (see machine info next to the free build tab) This explains why you may be experiencing lag related issues. I opened up the file and tested it myself, and was greeted with a similar issue to you. I must enquire, when else you experience this issue? With small machines as well, or with only larger machines? On all maps with that machine? Or just on Queens fodder/Old mining?
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SarahC
Builder
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Posts: 36
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Post by SarahC on Feb 14, 2015 12:32:54 GMT
Hi suburbansb, Thanks for the welcome. =)
>I must enquire, when else you experience this issue? With small machines as well, or with only larger machines? On all maps with that machine? Or just on Queens fodder/Old mining?
It's only happened on this map so far, with this large machine. The machine works fine on the other levels I loaded it on. I've not tried other similar sized machines though.
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Post by SuburbanSB on Feb 14, 2015 12:37:43 GMT
Hi suburbansb, Thanks for the welcome. =) > I must enquire, when else you experience this issue? With small machines as well, or with only larger machines? On all maps with that machine? Or just on Queens fodder/Old mining?It's only happened on this map so far, with this large machine. The machine works fine on the other levels I loaded it on. I've not tried other similar sized machines though. Hmm intriguing... it could be one of those machine on the border of lagging due to the amount of block (entities) and then when you add the 150+ soldiers moving towards the machine... lets just say it doesn't help the issue xD If you are able to try with a similar/smaller sized machine that would be wonderful I'd do it myself, however I want to keep the conditions the same.
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SarahC
Builder
-Worried about the mod community-
Posts: 36
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Post by SarahC on Feb 14, 2015 15:02:54 GMT
A model with around 40 items is working fine, I've found circular saws particularly effective at providing spinning movement when combined with flame throwers. =) (I remember someone on the forums wondered about a PvP online mode... that would be incredible for V.2 ... making the machines, then trying them out in a pre-build tournament... time limited design tournaments, team tournaments... hah..... imagine "Capture the flag".... in user built models.) Attachments:SpinningCyclone.bsg (3.54 KB)
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Post by SuburbanSB on Feb 14, 2015 21:18:31 GMT
Hmmm... SarahC So it seems that this design doesn't create any issues for you? If not then it brings us back to the lag generated by big builds + many little people running around trying to kill you xD What I suggest till this issue is resolved, is stick to smaller, more efficient designs If you do want to go big with a bang, I suggest try slowing down you game, this would reduce the frames per second, thus, when there is lag, it is less noticeable. As for the pvp mode, it has been suggested numerous time in the suggestion sub-forums, yet it isn't quite up there in the list of priorities for the devs. Their current main feature is a map/level editor to allow for player made maps, which itself would be pretty awesome!
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SarahC
Builder
-Worried about the mod community-
Posts: 36
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Post by SarahC on Feb 15, 2015 6:02:50 GMT
>What I suggest till this issue is resolved, is stick to smaller, more efficient designs If you do want to go big with a bang, I suggest try slowing down you game, this would reduce the frames per second, thus, when there is lag, it is less noticeable. Certainly! In hindsight, my big brick on wheels lacked a lot of finesse! I've been looking at other people's designs are they do so much more with much more elegant designs. It won't get in the way of my gaming. I was pondering to myself about the PvP - I know networking/physics is a pain to code well, so it's a huge change. Because of that, I was thinking a PvP would probably end up in a second release. With the popularity of alpha 0.03 already, I imagine everyone buying Besiege now, would buy "Besiege 2" without pause if they knew it had PvP in it. I hope so - I'd buy the hell out of it! But I did wonder - hence the question. The level design is a great idea! I hope we get water blobs we can add to the ground for semi aquatic vehicles. Have a good weekend!
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Post by SuburbanSB on Feb 15, 2015 6:12:09 GMT
Hahahaha, yeahh... some what... couldn't quite burn people with the flames on theblob either xD just gotta mess around, and find things that work well! As for Pvp... sadly it's most likely not going to be in this release of the game, just due to how it's all worked out. However, a second release might be an idea... although it could be thinking quite long term xD (shameless plug inbound...) I do like the idea of water blobs as well! It's somewhat apart of my Challenge mega thread over in the suggestions forums, go and check it out! And indeed to you as well!
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Post by rawkee on Feb 18, 2015 3:44:31 GMT
Same issue here, getting about 3fps with a 131 block machine on an AMD A6-5200 (quad core 2GHz) APU. CPU utilization never goes above 25%, tried dropping from 1080p to 720p. Curious where the limitation is here as the code is clearly not taking advantage of the hardware. I look forward to further optimizations
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Post by SuburbanSB on Feb 18, 2015 3:53:53 GMT
Hi rawkee and welcome to the forums! But yes, I feel like many people would really appreciate any optimisations, but till then we just have to wait, sit tight, and watch all those little men explode in slow-motion (slowing the game down helps with large machines by the way )
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Post by Von on Feb 18, 2015 6:18:00 GMT
Queen's Fodder is the most laggy level At 180 blocks your entering the realm of Lag I found that running at 70% speed on the level I got around 55 Frames with TheBlob.bsg
I believe the issue at the moment is that the game only uses a single core of the CPU, which is why utilisation is so low.
Of course there will be tweaks we can make to performance as development continues but the biggest thing for us is looking at moving to Unity 5. Moving to Unity 5 should offer us a very large performance increase. In the past there was an issue with Unity 5 that prevented us from moving over to it, but Unity tells us this has now been resolved.
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Post by SuburbanSB on Feb 18, 2015 6:31:48 GMT
Thank you Von that should help to explain to others who have issues with lag whats going on.
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Post by grimbriar on Feb 18, 2015 7:56:23 GMT
Queen's Fodder is the most laggy level At 180 blocks your entering the realm of Lag I found that running at 70% speed on the level I got around 55 Frames with TheBlob.bsg I believe the issue at the moment is that the game only uses a single core of the CPU, which is why utilisation is so low. Of course there will be tweaks we can make to performance as development continues but the biggest thing for us is looking at moving to Unity 5. Moving to Unity 5 should offer us a very large performance increase. In the past there was an issue with Unity 5 that prevented us from moving over to it, but Unity tells us this has now been resolved. Good news, and I know Zisteau with his 459 part Cannonpult will appreciate that, and so will everyone else who goes crazy with design ideas.
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Post by rawkee on Feb 18, 2015 15:15:28 GMT
Thanks, hadn't thought of slowing it down. Might be a good temporary fix. Of course I was able to get by the level with a much simpler machine, but what's the fun in that? Haha OT question: Do you guys have any relationship with the Bridge Constructor crew? A lot of things about the game remind me of it, but I notice when highlighting certain types of blocks like braces, etc that they do not highlight so they are difficult to remove using X instead of the erase button. The mechanics of the game just reminded me of that one so I wondered if you had shared any ideas with that team (/OT)
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SarahC
Builder
-Worried about the mod community-
Posts: 36
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Post by SarahC on Feb 19, 2015 6:00:36 GMT
>I believe the issue at the moment is that the game only uses a single core of the CPU, which is why utilisation is so low.
It's more than that - there's a bug of some sort.
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