issues with multiplayer and large maps
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issues with multiplayer and large maps
Hi,
Here is a rough overview of my problem:
- When i'm in a Multiplayergame with Mearth or Dworld everyting is ok from the time between finished loading and all players are ready - then after the gamestart everything gets quite "unsmooth":
1) you see a moving unit "jumping from one place to another" instead of a constant moving
2) If you place the camera on the top border of the map, zoomed about half way out and then press "shift+down-arrow" (so that the camera moves fast down from the top border to the lower border of the map in about 1-2 seconds) you can see the camera also "jumping from one place to another" instead of a constant moving
3) the mouse also "hangs" about 2 times a second for some milliseconds
then the longer the battle is ingame the less gets these "lagging" (but it never goes completely away)
While this happens my ping stays always beneath 500ms and the fps between 150 and 250 so i don't think this is caused by netlag or too high settings (reducing graphic settings didn't make any difference)
Then if i'm watching the replay of one of those games on Mearth or Dworld it lags, too but not that much as it did when i watched it "live"
Although everything is fine on a 16 player Tabula or DSD (nothing of these issues 1, 2, 3 appear there...)
Also everything is ok when i'm starting Mearth or Dworld in Singleplayer mode or Host a game myself (But with no other players inside)
Used hardware:
Intel C2Q Q6600
Nvidia 8800GT
2GB Ram
OS: Gentoo
Nvidia-Drivers: 180.37
DE: KDE4.2.1 - Turning desktop-effects on/off makes no difference - happend also with plain X without any DE/WM - just spring and springlobby running.
I don't think that this problem is hardware-related as it runs fine on the same machine with windows xp, anyway i have no idea where to start searching for the problem
Here is a rough overview of my problem:
- When i'm in a Multiplayergame with Mearth or Dworld everyting is ok from the time between finished loading and all players are ready - then after the gamestart everything gets quite "unsmooth":
1) you see a moving unit "jumping from one place to another" instead of a constant moving
2) If you place the camera on the top border of the map, zoomed about half way out and then press "shift+down-arrow" (so that the camera moves fast down from the top border to the lower border of the map in about 1-2 seconds) you can see the camera also "jumping from one place to another" instead of a constant moving
3) the mouse also "hangs" about 2 times a second for some milliseconds
then the longer the battle is ingame the less gets these "lagging" (but it never goes completely away)
While this happens my ping stays always beneath 500ms and the fps between 150 and 250 so i don't think this is caused by netlag or too high settings (reducing graphic settings didn't make any difference)
Then if i'm watching the replay of one of those games on Mearth or Dworld it lags, too but not that much as it did when i watched it "live"
Although everything is fine on a 16 player Tabula or DSD (nothing of these issues 1, 2, 3 appear there...)
Also everything is ok when i'm starting Mearth or Dworld in Singleplayer mode or Host a game myself (But with no other players inside)
Used hardware:
Intel C2Q Q6600
Nvidia 8800GT
2GB Ram
OS: Gentoo
Nvidia-Drivers: 180.37
DE: KDE4.2.1 - Turning desktop-effects on/off makes no difference - happend also with plain X without any DE/WM - just spring and springlobby running.
I don't think that this problem is hardware-related as it runs fine on the same machine with windows xp, anyway i have no idea where to start searching for the problem
Re: issues with multiplayer and large maps
2 times a second lag spikes=slowupdate lags.
Spring simulates everything in 32 frames per second. It does the animation and the fast stuff for 15 frames, then 1 frame for the slow stuff like pathing and LOS calculations. Repeat twice per second.
If your FPS is over 30, then it just interpolates the rendering frames between the fast updates.
Im annoyed by this as well, but I think nothing can be done about this
Spring simulates everything in 32 frames per second. It does the animation and the fast stuff for 15 frames, then 1 frame for the slow stuff like pathing and LOS calculations. Repeat twice per second.
If your FPS is over 30, then it just interpolates the rendering frames between the fast updates.
Im annoyed by this as well, but I think nothing can be done about this

Re: issues with multiplayer and large maps
But why does it only happen on those two maps and when i'm not playing alone and not with windows?
Re: issues with multiplayer and large maps
Because slowupdate may take more or less time depending on how large the map is and other factors such as number of units and players.
Re: issues with multiplayer and large maps
bumpwater shorewaves have this effect, too. disable them.
Re: issues with multiplayer and large maps
i have an 8800GT as well and I get this problem with shadows enabled. Disabling shadows or turning the quality right down fixed it for me.
Re: issues with multiplayer and large maps
Using the GML version will also fix this because it makes the rendering run more or less independent of the sim... if you have at least 2 cpu cores.
http://zerver.net/spring.zip
http://zerver.net/spring.zip
Re: issues with multiplayer and large maps
Many ideas but in first place i think zerver's "solution" is the reason why it works for me on windows but not with linux at same settings (i use the gml-version on windows..)
which revision of your gml repo can i use to build it here (so that i stay in sync with 78.2.1)?
but i'll try disabling shorewaves and shadows, too..
edit: shadows were already off, so just checking it without shorewaves..
edit2: disabling shorewaves has solved the problem (at least last game it didn't appear again)
which revision of your gml repo can i use to build it here (so that i stay in sync with 78.2.1)?
but i'll try disabling shorewaves and shadows, too..
edit: shadows were already off, so just checking it without shorewaves..
edit2: disabling shorewaves has solved the problem (at least last game it didn't appear again)
Re: issues with multiplayer and large maps
Glad to hear you solved it.
Regarding gmlbranch, you could try building HEAD, but I'm not sure if it will compile or run. Linux is largely untested.
Regarding gmlbranch, you could try building HEAD, but I'm not sure if it will compile or run. Linux is largely untested.
Re: issues with multiplayer and large maps
sounds like low fps/lag
Re: issues with multiplayer and large maps
shadows are very glitchy for meSpliFF wrote:i have an 8800GT as well and I get this problem with shadows enabled. Disabling shadows or turning the quality right down fixed it for me.

Re: issues with multiplayer and large maps
which graphics card, hunter? I have a similar problem on my hd 4870 

Re: issues with multiplayer and large maps
happened to me on windows until I restricted spring to a single core.
Re: issues with multiplayer and large maps
MidKnight wrote:which graphics card, hunter? I have a similar problem on my hd 4870
8800gts
Re: issues with multiplayer and large maps
how the !#%!#%%! do you do this and yes i have searched forumsaegis wrote:happened to me on windows until I restricted spring to a single core.
do i just need diff drivers?
Re: issues with multiplayer and large maps
Download Process Explorer. Right click on spring.exe process, select Set affinity.
Re: issues with multiplayer and large maps
Use task manager, right-click on spring.exe, Set affinity...slogic wrote:Download Process Explorer. Right click on spring.exe process, select Set affinity.
Re: issues with multiplayer and large maps
Under XP?!zerver wrote:Use task manager, right-click on spring.exe, Set affinity...
Re: issues with multiplayer and large maps
yes you can set core affinity's in xp :p
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Re: issues with multiplayer and large maps
Springloader does this for you automatically!
Yes, it still works, but it doesn't do the other thing it's meant to - starting spring for you in fullscreen/windowed according to rules in the XML. But the core restriction still works.
viewtopic.php?p=258182#p258182
Yes, it still works, but it doesn't do the other thing it's meant to - starting spring for you in fullscreen/windowed according to rules in the XML. But the core restriction still works.
viewtopic.php?p=258182#p258182