|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0006359||Spring engine||General||public||2020-01-02 14:29||2020-02-04 15:49|
|Product Version||104.0 +git|
|Target Version||Fixed in Version|
|Summary||0006359: Stuttering with craterareaofeffect|
|Description||All units that have craterareaofeffect set, most often to the same size of the areaofeffect, then high load/stuttering will appear. Esspecially noticable in mid-late game and f.e. with bombing runs when multiple craterareaofeffect is applied in short succession.|
When removing this, practically all frame stutter is gone.
|Steps To Reproduce||Spawn 5 bombers that drop like 5 bombs within one-two second. Attack a spot and watch framerate/flying smoothness of the bombers. They will hamper/stutter.|
|Additional Information||For BAR, we've now removed practically all craterareaofeffect and we have a major increase in stable/smooth framerate (read = almost no more noticable framedrops from weapons with craterareaofeffect)|
|Tags||craterareaofeffect, fps, framerate, stutter|
|Checked infolog.txt for Errors||Irrelevant|
I have failed to reproduce this issue with a benchmark on ZK and maintenance 1435. ZK does not set craterareaofeffect individually in many weapondefs, however does craterareaofeffect = areaofeffect * 1.5 in weapondefs_posts (since https://github.com/spring/spring/commit/77c8378b04907417a62c25218d69ff323ba74c8d).
Removing craterareaofeffect from weapondefs_posts ('no CAOE' in the data file) resulted in significantly fewer frames falling in the [6, 9) FPS bucket ('u_6'), which I like to think indicates a reduction in stuttering. However, setting craterareaofeffect = areaofeffect ('C=AOE' in the data file) in weapondefs_posts gave the same results. I conclude that my benchmarks just show that higher craterareaofeffect has a performance cost, and I might even reduce it in ZK.
You should try to pin down your issue with benchmarks. I don't know how the issue could occur myself, given what I know of how the engine loads weapondefs.
I think, for now, this does indicate that the craterareaofeffect = areaofeffect * 1.5 increases the effect and also increases the load. For now, we've only enabled createrareaeffect for the (super)heavy units, and it's still there for exploding units/buildings.
Thanks for testing and doing some benchmarks.
I think removing the extra 1.5 multiplier is wise if you want better/more consistent framerates, also during peaking cratering gameplay.
Might this also have to do with the (probable) ROAM problem that highly detailed maps have? I think it might.
|i just disabled cratering on dgun cause fps goes from 120 to 24 when doing a dgun with only a com+fusion spawned|
this is caused by roam... cause on other mapmeshdrawer dont have this problem
|2020-01-02 14:29||IceXuick||New Issue|
|2020-01-02 14:29||IceXuick||Tag Attached: fps|
|2020-01-02 14:29||IceXuick||Tag Attached: stutter|
|2020-01-02 14:29||IceXuick||Tag Attached: craterareaofeffect|
|2020-01-02 14:29||IceXuick||Tag Attached: framerate|
|2020-01-14 03:35||Google_Frog||File Added: 20200114_ZK_craterAreaOfEffect_dataFile.csv|
|2020-01-14 03:35||Google_Frog||Note Added: 0020301|
|2020-01-14 13:49||IceXuick||Note Added: 0020302|
|2020-01-28 16:08||IceXuick||Note Added: 0020314|
|2020-02-02 17:33||Floris||Note Added: 0020317|
|2020-02-04 15:49||Floris||Note Added: 0020331|