Lag Problems

Lag Problems

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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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Lag Problems

Post by Erik »

So heres the problem:

On most if not all mods i tried certain map areas lag like hell, on a lot of others (even the example mod) it starts lagging as soon as anything that isn't a feature comes into view.

It says 99% CPU load and 99% on draw world.
Any ideas what might cause this?
(I'm using a Laptop PC that is capable of running Red Alert 3 on maximum settings so i guess its not lack of CPU power)
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Lag Problems

Post by jK »

don't use spring-mt!
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Lag Problems

Post by Erik »

I don't.
Im using Spring 0.82.7.1 with the normal "Spring.exe"

in fact i tried both and it didn't seem to make any difference.
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Lag Problems

Post by zerver »

I think jK didn't read your entire post...

I would guess your graphics driver has a problem. If you post the infolog.txt, it would be easier to make any conlusions. Try also to disable all lua ingame (/luaui disable) and also disable luashaders with springsettings.exe. Try playing with other gfx settings too. If features don't cause lag, it could help to disable the advanced unit shading.
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Lag Problems

Post by Erik »

Infolog:

Code: Select all

LogOutput initialized.
Spring 0.82.7.1 (0.82.7.1)
Build date/time: Jan  8 2011 00:17:26
Available log subsystems: CollisionVolume, unit, ArchiveScanner, VFS-detail, VFS, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
  or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
  Use "none" to disable the default log subsystems.
using configuration source "C:\Games\spring-0.82.7.1\springsettings.cfg"
[CMyMath::Init] CPU SSE mask: 127, flags:
	SSE 1.0:  1,  SSE 2.0:  1
	SSE 3.0:  1, SSSE 3.0:  1
	SSE 4.1:  1,  SSE 4.2:  1
	SSE 4.0A: 0,  SSE 5.0A: 0
	using streflop SSE FP-math mode, CPU supports SSE instructions
OS: Microsoft Windows
Microsoft Windows 7 Home Premium Edition, 64-bit (build 7600)
Intel(R) Core(TM) i5 CPU       M 560  @ 2.67GHz; 3828MB RAM, 7654MB pagefile
OS: emulated 32bit mode
Using read-write data directory: C:\Games\spring-0.82.7.1\
Scanning: C:\Games\spring-0.82.7.1\maps
Error opening C:\Games\spring-0.82.7.1\maps\1944_BocageSkirmish.sd7: Archive not found
Unable to open archive: C:\Games\spring-0.82.7.1\maps\1944_BocageSkirmish.sd7
Error opening C:\Games\spring-0.82.7.1\maps\DeltaSiegeDry.sd7: Archive not found
Unable to open archive: C:\Games\spring-0.82.7.1\maps\DeltaSiegeDry.sd7
Error opening C:\Games\spring-0.82.7.1\maps\Tabula-v3.sd7: Archive not found
Unable to open archive: C:\Games\spring-0.82.7.1\maps\Tabula-v3.sd7
Scanning: C:\Games\spring-0.82.7.1\base
Scanning: C:\Games\spring-0.82.7.1\games
Scanning: C:\Games\spring-0.82.7.1\mods
Supported Video modes: 1920x1080, 1680x1050, 1600x900, 1440x900, 1400x1050, 1366x768, 1360x768, 1280x1024, 1280x960, 1280x800, 1280x768, 1280x720, 1280x600, 1152x864, 1024x768, 800x600, 640x480, 640x400, 512x384, 400x300, 320x240, 320x200
Video mode set to 1280x800/32bit
[f=0000000] SDL:  1.2.10
[f=0000000] GL:   2.1.0 - Build 8.15.10.2189
[f=0000000] GL:   Intel
[f=0000000] GL:   Intel(R) HD Graphics
[f=0000000] GLSL: 1.20  - Intel Build 8.15.10.2189
[f=0000000] GLEW: 1.5.4
[f=0000000] Joysticks found: 0
[f=0000000] Joystick 0 not found
[f=0000000] Loading startscript from: C:\Games\spring-0.82.7.1\\script.txt
[f=0000000] Connecting to local server
[f=0000000] Binding UDP socket to IP (v6) :: Port 8452
[f=0000000] [UDPListener] succesfully bound socket on port 8452
[f=0000000] Starting GameServer: 10 ms
[f=0000000] Starting demo recording
[f=0000000] Using map Lowland_Crossing_TNM01-V4
[f=0000000] Recording demo demos/20110424_170952_Lowland_Crossing_TNM01-V4_0.82.7.sdf
[f=0000000] Using mod Example Mod
[f=0000000] [Sound] OpenAL info:
[f=0000000] [Sound]   Vendor:     OpenAL Community
[f=0000000] [Sound]   Version:    1.1 ALSOFT 1.11.753
[f=0000000] [Sound]   Renderer:   OpenAL Soft
[f=0000000] [Sound]   AL Extensions: AL_EXTX_buffer_sub_data AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET AL_EXTX_sample_buffer_object AL_EXT_source_distance_model AL_LOKI_quadriphonic
[f=0000000] [Sound]   ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_disconnect ALC_EXT_EFX ALC_EXTX_thread_local_context
[f=0000000] [Sound]                   ALC_EXT_EFX found (required for air absorption): yes
[f=0000000] [Sound]   Device:     DirectSound Software
[f=0000000] [Sound]   Available Devices:  
[f=0000000] [Sound]                       DirectSound Software
[f=0000000] [Sound] air absorption enabled: 0.1
[f=0000000] Using mod archive mainmod.sdz
[f=0000000] Loading client data: 104 ms
[f=0000000] User number 0 (team 1, allyteam 0)
[f=0000000] [Sound]  parsed 4 sounds from gamedata/sounds.lua
[f=0000000] [Sound] Unable to open audio file: sounds/incoming_chat.wav
[f=0000000] Loading sounds: 1 ms
[f=0000000] [Sound] Unable to open audio file: sounds/multiselect.wav
[f=0000000] Camera and mouse: 172 ms
[f=0000000] Parsing unit icons
[f=0000000] Loading GameData Definitions
[f=0000000] Loading all definitions:  0.011000
[f=0000000] Loading GameData Definitions: 13 ms
[f=0000000] Parsing Map Information
[f=0000000] Loading SMF
[f=0000000] Loading Map
[f=0000000] Calculating smooth height mesh
[f=0000000] Calculating smooth mesh: 25 ms
[f=0000000] Number of damage types: 1
[f=0000000] Creating unit textures
[f=0000000] Loading weapon definitions
[f=0000000] Loading unit definitions
[f=0000000] Loading feature definitions
[f=0000000] Initializing map features
[f=0000000] Reading Estimate PathCosts [8]
[f=0000000] Reading Estimate PathCosts [32]
[f=0000000] [CPathManager] pathing data checksum: de34564d
[f=0000000] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[f=0000000] [CShaderHandler::CreateShaderObject]
[f=0000000] 	shader-object name: ARB/groundFPshadow.fp, compile-log:
Error, line 3: invalid option specified.
Error, line 3: invalid option specified.
Error, line 8: invalid texture target.

[f=0000000] [CShaderHandler::CreateShaderObject]
[f=0000000] 	shader-object name: ARB/groundFPshadow.fp, compile-log:
Error, line 3: invalid option specified.
Error, line 3: invalid option specified.
Error, line 8: invalid texture target.

[f=0000000] [CShaderHandler::CreateShaderObject]
[f=0000000] 	shader-object name: ARB/groundFPshadow.fp, compile-log:
Error, line 3: invalid option specified.
Error, line 3: invalid option specified.
Error, line 8: invalid texture target.

[f=0000000] Loading .smt tile-file "maps/Lowland_Crossing_TNM01-V4.smt"
[f=0000000] Loading 11942 tiles from file 1/1
[f=0000000] Reading tiles
[f=0000000] Reading tile map
[f=0000000] generating MipMaps: 1 ms
[f=0000000] [Sound] Unable to open audio file: sounds/mappoint.wav
[f=0000000] Creating Projectile Textures
[f=0000000] Creating sky
[f=0000000] Loading console: 0 ms
[f=0000000] [Sound] Unable to open audio file: FailedCommand
[f=0000000] [Sound] CSound::GetSoundId: could not find sound: FailedCommand
[f=0000000] Loading LuaRules
[f=0000000] Loading gadget: Lua unit script framework  <unit_script.lua>
[f=0000000]   Loading unit script: scripts/basescript.lua
[f=0000000]   Loading unit script: scripts/builderscript.lua
[f=0000000]   Loading unit script: scripts/buildingscript.lua
[f=0000000]   Loading unit script: scripts/tankscript.lua
[f=0000000] Loaded gadget:  Lua unit script framework  <unit_script.lua>
[f=0000000] Loaded gadget:  Spawn               <game_spawn.lua>
[f=0000000] Loading LuaGaia
[f=0000000] Loading LuaUI
[f=0000000] Using LUAUI_DIRNAME = LuaUI/
[f=0000000] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[f=0000000] LuaUI: bound F11 to the widget selector
[f=0000000] LuaUI: bound CTRL+F11 to tweak mode
[f=0000000] Hardware is incompatible with Xray shader requirements
[f=0000000] Loading widget from mod:   Start Point Remover  <init_start_point_remover.lua> ...
[f=0000000] Loading widget from mod:   Select n Center!    <gui_center_n_select.lua> ...
[f=0000000] LuaUI v0.3
[f=0000000] Finalizing...
[f=0000000] Connection attempt from invalid
[f=0000000]  -> Version: 0.82.7.1 (0.82.7.1)
[f=0000000]  -> Connection established (given id 0)
[f=0000000] Player invalid finished loading and is now ingame
[f=0000000] <invalid> \cheat
[f=0000000] GameID: 463db44d508ef73da257af1cf270f133
[f=0000000] invalid added point: Start 1
[f=0000001] Skirmish AI "Bot1" took over control of team 0
[f=0000328] <invalid> \luaui disable
[f=0000678] User exited
[f=0000678] Path cache hits 0 0%
[f=0000678] Path cache hits 0 0%
[f=0000678] Statistics for local connection:
Received: 1847 bytes
Sent: 6512 bytes
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Lag Problems

Post by jK »

My assumption of spring-mt was based on 99% cpu + 99% draw, because the % shown in spring itself are cpu% + draw% = 100% (means that all free cpu cycles are spend on drawing).

@infolog
An intel onboard graphic is not a GPU, you can't expect to play mature games with it.
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Lag Problems

Post by zerver »

Np

That said, HD series is one of the fastest Intel gfx offerings, so Erik could still try some different drivers and gfx settings. I'm pretty sure there are other forum users who have succeeded in playing Spring on this hardware.
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Lag Problems

Post by Erik »

I doubt its lack of hardware power since i can play some quite demanding games. Also BA runs fine no matter how many units i clump together while a single unit from the example mod causes a drop to about 1 frame per second.
Possibly a not supported file type? How are BA units different from the ones given in the example mod?
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Lag Problems

Post by knorke »

How are BA units different from the ones given in the example mod?
what "example mod"? A mod from some tutorial? (link please)

try typing
/advshading 0
certain map areas lag like hell
areas with water?
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Lag Problems

Post by Erik »

this example mod (3rd):
http://springrts.com/wiki/The_Complete_ ... pring_Game

an example map where lag occurs is "The rock final" on the grassy lowlands, if i zoom on that i starts lagging and when i zoom out it says "FBO fartextures has no images/buffers applied".
When zoomed out far enough it runs normal.

Water is totally fine.

That advshading command didn't change anything.
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