new pathing rapes CPU, produces unplayably laggy games
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new pathing rapes CPU, produces unplayably laggy games
on many maps spring is now unplayable for me and many others.
it doesnt matter what game/mod, but map does matter.
some maps result in more units getting stuck, and when that happens cpu usage reaches 100%.
even the multithreaded spring does this, as this is what i run.
imo, this "upgrade" of the pathing has turned out to be a bit of a disaster.
it doesnt matter what game/mod, but map does matter.
some maps result in more units getting stuck, and when that happens cpu usage reaches 100%.
even the multithreaded spring does this, as this is what i run.
imo, this "upgrade" of the pathing has turned out to be a bit of a disaster.
Last edited by rene7705 on 20 Jan 2011, 04:48, edited 1 time in total.
Re: new pathing rapes CPU, produces unplayably laggy games
what map? what mod?
did you know MT spring is somewhat buggy and can conflict with certain widgets and gadgets; (causing some mods to break, and uncontrollable lag on others) have you tried with the official executable?
how do you know it's pathing lagging you out?
i just find it strange you're the only one to complain of CPU issues, after the latest spring version has been around for a week
you can always revert to an old spring version if you desire the old pathfinding.
did you know MT spring is somewhat buggy and can conflict with certain widgets and gadgets; (causing some mods to break, and uncontrollable lag on others) have you tried with the official executable?
how do you know it's pathing lagging you out?
i just find it strange you're the only one to complain of CPU issues, after the latest spring version has been around for a week
you can always revert to an old spring version if you desire the old pathfinding.
Re: new pathing rapes CPU, produces unplayably laggy games
Hit alt+b ingame to see what is eating your CPU. And stop with this reverting nonsense. You should instead test the new builds and report your findings. And no, 'spring now sucks' does not constitute a report.
Re: new pathing rapes CPU, produces unplayably laggy games
several maps, most notably the ones with many height differences..KaiserJ wrote:what map? what mod?
did you know MT spring is somewhat buggy and can conflict with certain widgets and gadgets; (causing some mods to break, and uncontrollable lag on others) have you tried with the official executable?
several mods, i play zero-k and tech-anni, both have this problem.
others are using the std exe and have the same problem
i'm not the first to complain in-game or in the battle chat rooms.how do you know it's pathing lagging you out?
i just find it strange you're the only one to complain of CPU issues, after the latest spring version has been around for a week
tbh the other players have indicated it's the path finding, probably from experience.
i'll check tommorow with alt-b.
how?you can always revert to an old spring version if you desire the old pathfinding.
Re: new pathing rapes CPU, produces unplayably laggy games
Yeah I also think the new pathing is worse, (pathingwise and performancewise) and I'm using the normal singlethreaded client. But it isnt that much worse performancewise that it lags you out, or comes even close to that.
If I use the MT client nowadays.. I crash before even lagging out. But a few releases before I didnt crash but just lagged out if the game had lots of units. Your fps stays high but your pc can't actually handle it and will lag you out. With the single threaded client you get just like 5 fps but you dont lag out.
If I use the MT client nowadays.. I crash before even lagging out. But a few releases before I didnt crash but just lagged out if the game had lots of units. Your fps stays high but your pc can't actually handle it and will lag you out. With the single threaded client you get just like 5 fps but you dont lag out.
Last edited by Floris on 19 Jan 2011, 20:54, edited 1 time in total.
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Re: new pathing rapes CPU, produces unplayably laggy games
It has already been reported to mantis: http://springrts.com/mantis/view.php?id=2301
Its definitely new since .6 or .7. Probably less noticeable if you are using multithreaded.
If engine devs put out potential fixed versions to test I am sure I could find some people to test with me.
Its definitely new since .6 or .7. Probably less noticeable if you are using multithreaded.
If engine devs put out potential fixed versions to test I am sure I could find some people to test with me.
Re: new pathing rapes CPU, produces unplayably laggy games
reverting won't allow you to play online; im assuming you don't want that bc you mention multiplayer
pathfinding in the old versions was hideously broken; BA had been tweaked many times in order to compensate for it. there are other factors at play such as heatmapping and collision volumes that require tweaking for proper unit behavior in older mods. the new method is better (IMO) after having seen it working in several properly configured games. so... worse for BA, better for most others.
i would suggest not using MT exe for ZK. im no expert, but since MT focuses more on working with BA, you're sort of asking for trouble (wrong tool for the job, eat your spoon with a fork etc)
if i had to take a stab in the dark, i would say that if you're playing a game with a lot of units, especially stuck ones, that the lag you're experiencing is coming from LOS update mayhem as said stuck units spin around and try to climb hills... causal factor may be bad heatmap settings making units stick, but the issue really is with LOS update being the pig that it is
pathfinding in the old versions was hideously broken; BA had been tweaked many times in order to compensate for it. there are other factors at play such as heatmapping and collision volumes that require tweaking for proper unit behavior in older mods. the new method is better (IMO) after having seen it working in several properly configured games. so... worse for BA, better for most others.
i would suggest not using MT exe for ZK. im no expert, but since MT focuses more on working with BA, you're sort of asking for trouble (wrong tool for the job, eat your spoon with a fork etc)
if i had to take a stab in the dark, i would say that if you're playing a game with a lot of units, especially stuck ones, that the lag you're experiencing is coming from LOS update mayhem as said stuck units spin around and try to climb hills... causal factor may be bad heatmap settings making units stick, but the issue really is with LOS update being the pig that it is
Re: new pathing rapes CPU, produces unplayably laggy games
I also notice cpu spikes in big games. I reported here:
http://springrts.com/phpbb/viewtopic.php?f=11&t=25009
Good luck.
http://springrts.com/phpbb/viewtopic.php?f=11&t=25009
Good luck.
Re: new pathing rapes CPU, produces unplayably laggy games
It is lagging pathing, we made mantis ticket already.
It happens especially when location is unreachable.
It happens especially when location is unreachable.
Re: new pathing rapes CPU, produces unplayably laggy games
Get a better CPU, I never have this problem.
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Re: new pathing rapes CPU, produces unplayably laggy games
Do you play online a lot? What is your lobby nick?
Re: new pathing rapes CPU, produces unplayably laggy games
you can also see this phenomenon when playing with AIs. for example: setup BA, TheRockFinal, 4v4 AIs (i used mixes of KAIK, RAI, AAI and E323AIs, but i guess KAIK only should do too), east vs west. after some time, when there are big unit groups around (getting stuck), it gets down to ~0.05 fps for me, on a pretty recent CPU. This happens in 0.82.7, but did not in 0.82.6.
Re: new pathing rapes CPU, produces unplayably laggy games
and you guys wondered why I made my ragey post about these people..
Re: new pathing rapes CPU, produces unplayably laggy games
Anyone ever checked with ctrl+b if it really is the pathfinder???
Collision checking can be a much much much bigger hit in crowds ...
Collision checking can be a much much much bigger hit in crowds ...
- KingRaptor
- Zero-K Developer
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Re: new pathing rapes CPU, produces unplayably laggy games
This replay (attached) illustrates the problem quite well.
Despite the large number of units, no serious lag occurs until relatively small groups of chickens get stuck at a given location, e.g. trying to climb hill in top-left corner.
Killing or redirecting chickens solves lag almost instantly.
Also, this screenshot from a quick test game:

Despite the large number of units, no serious lag occurs until relatively small groups of chickens get stuck at a given location, e.g. trying to climb hill in top-left corner.
Killing or redirecting chickens solves lag almost instantly.
Also, this screenshot from a quick test game:
- Attachments
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- screen00028.jpg
- (629.06 KiB) Downloaded 2 times
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- 20110120_024357_Grts_DesertValley_012_0.82.7.sdf
- Replay demonstrating PFS lag in 0.82.7.1
requires map Grts_Desert_Valley_012 and game Zero-K 0.5.1 (available as zk rev 1059 on rapid)
may cease to represent actual game events after 10 minute mark - (1.14 MiB) Downloaded 94 times
- Forboding Angel
- Evolution RTS Developer
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Re: new pathing rapes CPU, produces unplayably laggy games
Well if these idiots would stop using the non-functional MT build of spring (seriously, what a stupid idea to include something that doesn't even work, with the release) we might actually get some decent bug reporting.
Re: new pathing rapes CPU, produces unplayably laggy games
Concrete evidence of regressions in 82.7 wrt. previous Spring versions is more useful than personal opinion.Floris wrote:Yeah I also think the new pathing is worse, (pathingwise ...)
Here's your chance to prove that assertion: http://springrts.com/dl/buildbot/defaul ... 89799d.exe (everyone in this thread just volunteered, especially rene7705 who snipped a remark about TESTING THOROUGHLY from his first post, so glhf)luckywaldo7 wrote:If engine devs put out potential fixed versions to test I am sure I could find some people to test with me.
Re: new pathing rapes CPU, produces unplayably laggy games
wrt to build 1310:
Units like jeffies and fleas get pushed into impassable areas (feature footprints) on LLTAComplex_V2
Jeffies and flash get stuck on the (non impassable) edges of craters on Ganymede V1. Units push each other into the impassable craters.
Units like jeffies and fleas get pushed into impassable areas (feature footprints) on LLTAComplex_V2
Jeffies and flash get stuck on the (non impassable) edges of craters on Ganymede V1. Units push each other into the impassable craters.
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Re: new pathing rapes CPU, produces unplayably laggy games
I am a github noob, how can I get the source? I need to compile as I am on linux.