Spring 0.80.5.2 MT Build Hangs - Page 2

Spring 0.80.5.2 MT Build Hangs

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

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zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Spring 0.80.5.2 MT Build Hangs

Post by zerver »

Okay problem solved I think. The MT version will currently only give lower CPU load if you avoid any CPU-hungry widgets. Why? They interfere with the Sim execution slowing things down. Typical problem widgets are those that draw many things on the screen.

Particularly you should avoid these:
BuildBar
HealthBars
Take Reminder
XRayHighlight
TeamPlatter
XRayShader

You can test yourself, disable widgets until the luaMutex profile drops to way below 1%.

As you already know, for compatibility reasons you should not use these either:
FPSManager
LolUI
Lups
LupsManager

And you can get better performance if you define NDEBUG during build.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Spring 0.80.5.2 MT Build Hangs

Post by Jazcash »

And any widget that extracts resource data from players causes GML error spam.
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Spring 0.80.5.2 MT Build Hangs

Post by zerver »

No, any widget that tries to use OpenGL in simulation thread causes GML error spam.
User avatar
Delta_
Posts: 13
Joined: 02 Dec 2009, 00:31

Re: Spring 0.80.5.2 MT Build Hangs

Post by Delta_ »

zerver, I'll try disabling some of those Widgets later. Some of them kinda sound important, but I guess if they give me better performance I'll learn to live without them.

Thanks for the help!
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Spring 0.80.5.2 MT Build Hangs

Post by zerver »

Sure, btw I use only these widgets:
AutoQuit
ImmobileBuilders
MetalMakers
User avatar
Delta_
Posts: 13
Joined: 02 Dec 2009, 00:31

Re: Spring 0.80.5.2 MT Build Hangs

Post by Delta_ »

Alright, I disabled the widgets that were causing the CPU load, and recompiled it with all debugging disabled. All I have to say is it's in running much smoother now. I had 1100 jets area attacking the ground, and the CPU load never went above 60%, hanging around 30-40%. The frame rate however was a little low, but nothing compared to a 100% loaded CPU.

So thanks again, zerver, for all your help! And if I get anymore hangs or crashes I'll make sure to post back here.
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