#profiling observations - client

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knotty igloo
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thread

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the waitBG here is due to waiting for the blue thread to finish, right? (forgot to check what its in that)

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that gsEva in hudDr is draw2d and the like - aka only sqf code processing, right?

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mapDr (aw?) should be the engine processing i think
mtPmj has 95% coverage with lots of MT
mapSeaAndNormalDraw only 5% and low MT - could be worth to investigate

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preLd might be worth to check too

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preLG only 2% coverage

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preLS only 5%

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wSimPXSco - hadnt noticed that one before, yet seems also something PX (epe) related.
this was CP with enemy side having several tanks

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0.5 ms and 0.2 ms on a network message - fishy or not?

knotty igloo
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hudDr in 3d only has 22% coverage

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preLV (from preLd) only 8%

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for GPU(?) the sceACPrx may have biggest potential with MT/optimization - overall render composition would need comparison with more modern GPUs(/CPUs) tho

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a sample of wPSn1 - this situation with two snTnk (tanks) to make the majority of it.
SPE with the complexity audio system by LAxemann vs vanilla would be interesting to compare

unreal wagon
unreal wagon
unreal wagon
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That is also why the low coverage.
If an object actually preloads something, it would be covered. But all its doing is iterating over them and finding they got nothing to do

unreal wagon
unreal wagon
unreal wagon
unreal wagon
knotty igloo
unreal wagon
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the ones immediately below, the tight block

knotty igloo
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should be these

unreal wagon
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thats particle simulation

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Oh right I think they run in parallel to sound now

knotty igloo
unreal wagon
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yeah thats good then.
It just looked so weird that it exactly matched up with the length of sound sim, as if the sound sim was doing the jobs

knotty igloo
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yeah usually it seems particle simulation does have only a fraction of the sound simulation

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maybe explosions, burning wrecks and other smoke were added up for that situation

knotty igloo
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is there some distance check for (vehicle) sound simulation?
it feels like it simulates the sounds for vehicles all the time

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when moved to top right corner

unreal wagon
unreal wagon
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I forgot to enable some optimizations.. Like sound running async

knotty igloo
unreal wagon
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No any sound source.
Usually yes. But Arma is not a usual game, there are exceptions everywhere :/

knotty igloo
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did some 0.1 ms logging

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doesnt show either the scope where its really coming from, or otherwise just lots of ximO and its subscopes to add up

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the steam query

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an exclude filter would be also super handy to not capture known problems/events (ie steamCbk or UI onLoad/unLoad or scScr (scheduled) [from pause menu])

knotty igloo
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wSimM over 0.5 ms - would such be worth investigation? (low coverage doesnt tell why)

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simShM with more than 0.6 ms

knotty igloo
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ie here 0.100 to 0.160 for SPE_GER_Soldier_Unterofficer_Boots vs 0.025 to 0.100 for SPE_US_HBT44_FrogSkin_Jungle - only thing otherwise i can think of would be LOD level or amount (if that matters)

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technically the US model should be more demanding from what i understand

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should a ticket be made for the animalBehavior? (up to 0.7 ms here)

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another sample of netwT with some higher load

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bgD3D is stalling the main thread with waitBG. bgD3Dis probably drawing all the map elements - any chance for optimization with that one?

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wDisp with almost 5 ms - is it about creating new UI elements?

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mapObjectsDraw seems not to have MT yet - over 6 ms here. what is this about?

knotty igloo
knotty igloo
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92 ms ATRCpl

unreal wagon
unreal wagon
unreal wagon
unreal wagon
unreal wagon
unreal wagon
unreal wagon
unreal wagon
knotty igloo
knotty igloo
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wSimPXSCo with with 80 ms - repeated 2 more times thereafter while approaching the APC (non moving)

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with px3InitO with 14 ms the biggest hit

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almost 16 ms from sndTr - didnt trigger again that high later

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textures of ui elements loaded when you enter a vehicle - couldnt these be avoided by preloading those textures via the config preloadTextures?

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(MT) first time ive seen such long visul (30 ms) - of that 6,5 ms issCB

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with such cases, one would need some statistical analysis to get an idea if just rare special, or really something to happen often enough to warrant attention

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this amount of sound files loading is probably demonstrating the more complex sound system LAxemann made for SPE

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although not having many vehicles overall, and especially near the start position, the Prizefighter scenario may indeed highlight a couple interesting cases

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also preloading fonts could help reduce mini lag when entering vehicles, or dialogs/menus

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the SteamCbk, with repeating each 10? seconds, probably the most worthy to look into small freezes - at least if it happens for a higher percentage of players

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while most of the ui/font texture loading is put into threads, some remained in the main one - due to limit of 3 subthreads?

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is the 100ms for cmBld (part of AI) correct, or also skewed due to MT for AI? any way to see that from the visualization or logged data?

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456 ms for mSUGS with no subscope info - as part of wDisp likely dialog related

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dunno how meaningful the 0.1 s event logging is without data aggregation for those :/

unreal wagon
unreal wagon
knotty igloo
# unreal wagon It is async anyway so it doesn't matter

sure as long as the main frame is longer/not delayed by it. probably wont happen either. still with modern cpu/gpu/etc, it may be more relevant.
we will do some profiling together with R3vo and other next week that have top notch hardwar. so to be seen how it looks there

knotty igloo
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@zenith horizon i think i found the reason for low fps in PZKW ๐Ÿ™„

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and it gets worse

knotty igloo
knotty igloo
knotty igloo
zenith horizon
knotty igloo
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normally dlcUpd is part of steamCbk - at times its own thread

knotty igloo
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PX init for vehicles seems quite intense - possible to MT the init? or distribute over a few frames?

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had the mSUGS a few times now with 50+ ms. in this situation there wasnt any dialog tho - unless the creation of the capture window itself somehow got caught

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staSim with almost 50 ms. had that only once so far tho

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vssCB stalling the main thread - had it a handful of times now

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oPasD with 10ms; while the second main part recCB seems to have good MT, o1Drw not yet? seen this only once so far

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actually soon after another longer o1Draw and two longer vssCB - are they related?

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oSoSL / slDoL without MT - again first time i saw that one

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dsr2t - is this PiP? if so, not possible to render it in parallel to "render"/as part of it?

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txRsM another first timer - when the briefing of the CO started. no clue how it could relate tho

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usrIn - user input? happened when i press space to grab the rifle

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rtm, ogg and wss loaded alongside

knotty igloo
knotty igloo
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winMs with 30 ms - another first timer. no subscopes and no idea how it could relate to ingame events

knotty igloo
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IndExplo with 12 ms (tank explosion) - 0.3 ms HD but mostly IEde with 11,5 ms in subscope - another EH? (ie hitPart)

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EHs "mainly" processed in netwT (why in SP???) and wSimO via wPosE subscope

knotty igloo
knotty igloo
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last drop before v8

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tank convoy init in AoM scenario

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part 2 of that

knotty igloo
knotty igloo
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RMB zoom leading to many LOD level changes and thus texture loading

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should be another such RMB zoom

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feasible/meaningful to have more threads for texture loading (in special situations like zoom)?

knotty igloo
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scrVM is scheduled, isnt it? aka should be limited to 3ms - here 113 ms, yet seems more a problem with scope not correctly ending / non correct assignment to the scope

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possible to get higher subscope coverage for PrxObj to get a better idea why these infantry models are so expensive (at times at least)?

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pthMF (pathfinding related?) with 1-2 ms
might be due our complex terrains (Normandy/Mortain) with low cell size?

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parWorldVis with 9 ms (in an AIGrp/AISub) - unsure if this is just due the scoping problems or really from one group

unreal wagon
# knotty igloo first time i saw it combined with dlcUpd (290 ms)

dlcUpd is separated, because it waits on Steam to write a file

That seems to be due to a change in Steam API, that tries to acquire contended locks and doing file system reads AND writes (Yes, asking if a DLC is owned, results in a file write)
Steam is just being very slow for some reason, which probably means its so busy that it cannot even process the messages that dlcUpd asks for.
We already assumed it as a steam issue, this just confirms it, not much I can do blobdoggoshruggoogly

unreal wagon
knotty igloo
unreal wagon
unreal wagon
unreal wagon
unreal wagon
unreal wagon
unreal wagon
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The things that are slow for physx. are complex geometries of objects. Either the physx objects themselves, or objects (like rocks) around them

unreal wagon
# knotty igloo

That is one thing I optimized.
Then we had cartoon textures on dev-branch.

unreal wagon
unreal wagon
unreal wagon
knotty igloo
unreal wagon
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You can purchase DLCs while the game is running

knotty igloo
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could it not still be event based state change? like if normally to check is way quicker, its not needed, but the current ~100ms lag every 10-15 seconds, isnt great. @zenith horizon whats the duration with your hardware and connection?

zenith horizon
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Sorry I didn't follow the whole conversation. What do you mean exactly?

knotty igloo
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you had mentioned to also seen the steamCbk scope. would need to know the duration (2nd number) on your end

knotty igloo
zenith horizon
knotty igloo
unreal wagon
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yes

knotty igloo
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statsSt is new, isnt it? most isnt covered within still - would that be even relevant?

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at times there is still this with the separate thread for dlcUpd

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mSUGS still happens (to be expected)

unreal wagon
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Now I know that the fault is actually our code, and not steam

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Though mSUGS is unclear still

knotty igloo
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mSUGS seem triggered by events, or at least doesnt have some cycle time it seems

zenith horizon
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Is this mission dependent?

knotty igloo
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the steamCbk? if so, in what sense - the duration?

zenith horizon
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I am just suprised it's that low this time

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Last time I tried in PZKW, this time in VR

knotty igloo
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diag_captureSlowFrame ["steamCbk", 0, 0, false, 100];//with UI
diag_captureSlowFrame ["steamCbk", 0, 0, true, 100];//toFile

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if you want to get some more samples

unreal wagon
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lol where does that search box come from

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I've never seen a actual text field there

zenith horizon
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magic ๐Ÿ˜‰

unreal wagon
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Ah you modded it.
I know there is a search field supposed to be there, but I don't know why its not working normally

zenith horizon
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I added a background first, because that semi transparent one sucks. Then I relasized I can just mod the display and added a search

unreal wagon
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I mean the vanilla one is already supposed to have a search, its just not working

zenith horizon
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Yeah, it's in config, but not visible ๐Ÿคทโ€โ™‚๏ธ

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Can't load Panzerkampfwagen scenario. It crashes the game when loading.

Last line in RPT is
17:16:34 "BIS_fnc_log: [BIS_fnc_preload] ----- Scripts initialized at 11153 ms -----"

knotty igloo
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SP/hosted/Eden?

zenith horizon
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eden

zenith horizon
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There is none

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Hmm. Same with Altis Reliquem Campaign.

unreal wagon
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Are you running into the cpu count issue in #perf_prof_branch ?
No more than 12 cpu threads allowed

zenith horizon
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I guess so?!? 14 Cores

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Do I need to limit it?

unreal wagon
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then yes ๐Ÿ˜„

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Yes limit it to 12, for a couple hours

knotty igloo
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new observations with v8

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can see the MT for sound now

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in this case it wasnt moved into a separate thread - may have been a special situation

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also MT for wsSet. however the distribution for that one seems no good. it appears you end up always with same duration as if not MT

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would need higher subscope coverage to learn why/what parts make up the majority

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first part is not covered. middle is very short

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the middle may start new (short) jobs below

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updAttPJ is again a bigger block

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always the same distribution for me

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however the scoping seems also a bit weird (at least in this case)

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AI was only in a job

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sceAI would still be a relevant win if doable somehow. fairly open also couple of ms long for me

unreal wagon
knotty igloo
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vehicles to include infantry or in what classification?

unreal wagon
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Yes

knotty igloo
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above is from WLs only few minutes - could still be less. can do a count later

unreal wagon
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with more than 256 vehicles in the world, some things switch over to MT.
So it doesn't pay the MT overhead, when its too few to be worth it

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the updtAttPos is now launched by a worker thread, after it updated the position interpolation on vehicles

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The whole block also with async sound is not good enough yet.
Its supposed to overlap over D3D Present

knotty igloo
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overall most part of render are nicely covered with MT now. the hudDr in 3d includes unscheduled code/script HUD stuff i think

unreal wagon
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The second part of oPrep, after sceAC was completely overhauled

knotty igloo
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a little more detail view

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simUI is the only other "missing" here. the composition indicates it may not be doable/help much even if

unreal wagon
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All the drw's there are not well enough optimized yet.
If you zoom in you can see gaps between the multithreading. Like the start of o1Drw

knotty igloo
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hudDr detail view

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i think you mentioned Prx = proxy. isnt the WH some dummy model, or the actual container (ie uniform model)

unreal wagon
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WH is a dummy, that renders its contents using proxies

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weapon dropped on ground

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I think the fsWTP below it, is related

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loading some model and waiting for it

knotty igloo
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ok. is it always one to one - or would be say multiple magazines be still one WH? like 10ms is a lot

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ok

unreal wagon
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multiple items go into one holder

knotty igloo
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is this a network message leading to some model loading?

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couldnt the stats stuff get cached and sent at mission end/session end?

unreal wagon
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no you want to get achivement when a thing happens, not at end of mission where a thing happened

knotty igloo
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like i have VDSL with low ping; good local network

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well user option to disable achievements? ๐Ÿ˜„

zenith horizon
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Contact campaign. First mission when reaching the green container

zenith horizon
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So yeah, steamcbk causes frequent stutter in the contact campaign.

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Reaching the destination of "Move to EW Training Area" task (also first mission)

zenith horizon
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And another one. When the explosion happens in the first mission.

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What's this one?

unreal wagon
unreal wagon
knotty igloo
zenith horizon
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Don't recall =/

knotty igloo
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the downside of black background ๐Ÿ˜ฌ

zenith horizon
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Nah, downside of trying to enjoy the campaign ๐Ÿ˜„

knotty igloo
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continuing with Attack on Mortain scenario of SPE (3 tank convoy + one APC)

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this wasnt mission start/layer activation - maybe the convoy script disabling the engine at times that leads to a reinit of PX for the tanks

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preLS either happens rarely or usually very low profile

unreal wagon
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every 4 or 5 frames

knotty igloo
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ssAdv should be a new subscope for sound

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has only very little coverage tho. unless anything more can be done, probably wont matter

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updAttPJ was split into 2 or 3 jobs here

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one concerning observeration for ssAdv in AoM mission - it grew more and more (until i forced respawn). could some faulty scripting lead to that? (adding more and more sounds to the queue?)

unreal wagon
knotty igloo
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grew up to 50ms

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AI is calling for help when unconscious; earlier i noticed too many scripts in scheduled - appears to pile up. as AI was laying for several minutes, may have been also happening in that situation

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after respawn back to 3-5 ms (AI calling script reset when dead)

knotty igloo
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did one more run on a different SP scenario (more infantry heavy, yet also with vehicles - more a classic CoD stage by stage mission) using total 0.1 trigger - not really new insights

knotty igloo
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was a burst of these 3 this time right after another

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mSUGS remains a loyal companion - not as frequent as steamCbk/dlcUpd tho

unreal wagon
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Most likely also caused by steam

knotty igloo
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getting only these two variants of SteamCbk tho

unreal wagon
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They are steams fault and I will not fix them. You can stop reporting that now..

knotty igloo
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first time to see simSW with 600ms. i think it felt like the OS/hardware stalled for some reason (one HDD goes to sleep automatically and gets triggered by sth to wake up a times again [unrelated to Arma])

unreal wagon
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You're throwing so many useless reports at me

knotty igloo
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can i judge what useful or not? you can just skip over those not useful

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wasnt aware that "dammaged" EH can trigger actually multiple times per frame and same object but wiki states

If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.

as we dont set the EH, nor does A3, probably from XEH again

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actually had done a screenshot of the subscope to confirm it

knotty igloo
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first impressions of MT of PX

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works very well (all yellow boxes + most big white job boxes are from it) [line 4-6] (only exception in there of yellow is aiAll)

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job; 25.90576; 0.81407;"PxsContext.contactManagerDiscreteUpdate" is the white boxes

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other MT or async remaining are updAttPJ, aiAll, sound

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for render i am not 100% (ldt+odb, URJ) (much for oPasA and some jobs put into main thread with oPrep) and one/some missing due to:

Removed: One rendering optimization (caused objects to visibly flicker, pending further investigation)

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cLVis at the end is also still MT+async

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TLDR: for PZKW the PX3 MT seems to have stabilized fps on my pc for SP env to 20-25 vs 5-10 before

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checking with DS in a bit. probably similar, but client vs DS distribution will be interesting to see

unreal wagon
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your oPasA would use worker threads.
But physx is blocking all your threads already

knotty igloo
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from what i understand PX3 is now able to finish its work within the frame, thus the main thread/thus fps is no longer slowed down from it

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would be interesting how it compares on your very fast hardware @zenith horizon

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ok now falling below 20 (15-20) during close engagement - is EpeFR/left side PX3 of "vehicle simulation" work not finished from the previous frame, or just some other part/type of the PX simulation?

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overall seems its more the render that puts me below 20 when getting closer to the town - more and more unique objects to render

unreal wagon
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So its still not enough to completely fix the problem

knotty igloo
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my lobby coming from main menu with -skipIntro (60 fps)

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lobby from @keen cypress with same but ~20 fps

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IDWat = probably water. maybe due to the 40k rendering distance?

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@keen cypress try to turn down your viewdistance settings to very low/1k or sth.
if you play only MP, the client setting (normally) doesnt matter anyway (or does KOTH/Redux allow customization based on your client settings?)

keen cypress
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k

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it was regular warlords, 4k maximum

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bruh. I didn't think that the viewdistance in the lobby matters, especially if I set 4k (the maximum server rendering is 4k, then fps is 200, and if 40k, then 20 fps, although the server has a 4k limit)

knotty igloo
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a low fps capture from @upper fulcrum of YAAB

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lndExplo with 75 ms (of total 100 ms)

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it appears the job crtSchedM is related/linked (mostly cLVis visible but the 98% subscopes arent covered)

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curious if the engine does LOS checks for nearby entities to get damaged

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from what i know indirectHitRange is a sphere and not vectors from the source like with shrapnel

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but without knowing what its actually about, its just speculation

unreal wagon
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Something clearly went wrong in the scheduling ๐Ÿค”

knotty igloo
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a little strange observation - it looks like i have very stable 50 fps in this situation:

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while sframe still picks up these where the rendering MT optimization or otherwise the rendering MT thread look strange. dunno if thats "normal" - didnt notice that before

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will do some more testing to see if this is common/normal

knotty igloo
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wSimPXSCo / px3initO at times still very expensive - was rushing fast with the tank along the road. dragged fps down to 10 for the most part

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sound in our SPE campaign missions is often very expensive (up to 5-10 ms range) - seems both too many units+vehicle+environment sources, and more complex sound design

knotty igloo
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frame capture impressions from our SPE testing last night

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17 ms sample of very modern HW - 13 ms on that on render scope (PZKW with 3k VD)

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dPr of wPrep lacks MT (also noticed on my captures) - i think its the one currently disabled due to the flickering issues

knotty igloo
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in sceACPrx the ppdOT subscope seems to make the majority of the processing time - any insights what its about / what modders could do to optimize their assets could be helpful here.
AFAIK so far the consensus is that number of sections is by far the most important factor. do "proxies" relate to sections, or is it something else?

in simple terms it seems stranges why certain of our models seem so demanding vs others

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otherwise noteworthy seems to me:

  1. 2.7 ms waitBG in hudDr - waiting on render thread? (on the bottom)
  2. 2,5 ms 3dSwp at the end in wFram (VRAM exhausted?)
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pretty much the same compositions from the end of the mission - but only 1000 m VD: wPrep; 4.92244; 1.31025;"maxDist 980, view 1000, obj 1000, shadow 100"

upper fulcrum
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how can i post a diag_captureSlowFrame pic in here like you kju?

knotty igloo
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might be a permission thing. try imgur or similar otherwise

upper fulcrum
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we did already discovered that or, wasn't dedmen already fixed that?

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forget it, dedmen posted it was fault of steam and he cant fix

knotty igloo
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not sure. might depend on the type of callback and how frequent it happens

upper fulcrum
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@unreal wagon i posted new observations on thursday but forgot to mark you, sry for that

unreal wagon
knotty igloo
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a few impressions from latest perf branch

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if any optimizations could still be found for wSimA, it could have a relevant impact. some observations for that:

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while very low/mostly 0ms runtime, maybe waterEffects could be skipped for most objects altogether (or just the scope is set outside the check)

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simEai scope adds up - i'd assume nothing to be done but depends what the scope actually contains

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cLRSu (and maybe other like cLGSL/etc) - if these could be done in batch and MT as discussed in #perf_prof_branch, there might be some gain possible

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cLGnd might be another candidate

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wSimEJs should be the new scope - if all these could be via MT or another mechanism, could be another possible improvement

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while sound is async, from what i understand, the waitSnd in the main thread still indicates a wait of the main thread as the async part isnt done in time
if this outcome is common, and also true for faster hardware, it should mean optimization of the sound subscopes (wPsn1/2/3 + ssAdv + snCmt) [if possible], could help to reduce the chance/amount of waitSnd [if i got it right]

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a good amount of the sound calcs seem to be cal3D/cLGSL

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sample overview of MT/job coverage [may be more/less in other situations naturally]

upper fulcrum
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my RPT has in 10 minutes 123.000 lines of this:
23:06:02 StreamSource: ca\shapur_baf\shapur_baf.wrp; TellGFromOffset: 68; WantedOffset: 0; WantedSize: 1615015; ReadedID: 1048592; MapGrid: (64,48); ReadedIndex: 524304
23:06:02 Accessing static object outside landscape (64,48 out of 64,64 - 64,64)

knotty igloo
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noticed shdCl (shadows?) as part of rendering - usually its only a ~10th yet maybe the cLUnd are still worth to MT (if possible)

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from R3vo's modern hardware (31 ms total) - seem usually in that range

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above 0,37 ms sample are also from a modern pc - in my frame captures when its present its usually ~0,2 ms range

unreal wagon
empty star
knotty igloo
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@empty star much is from AI (especially two long thAtE - 1,7 and 1,8 ms) as well as 7 ms preLd

Maybe the async ogg loading caused some wait sync to preLd too:

ldCli; 14.53815; 10.85422;""
ldGdt; 14.53830; 10.85402;""
oggGF; 14.53830; 0.00007;""
oggGD; 14.53916; 10.85284;"0(875804)"
fsARd; 15.13740; 0.01478;"(P0) 6058000:1000:addons\sounds_f_jsrs2025.pbo/explosions\rocket\explosion_far_distance_3.ogg"
...
fsARd; 25.02386; 0.01155;"(P0) 6084000:1000:addons\sounds_f_jsrs2025.pbo/explosions\rocket\explosion_far_distance_3.ogg,explosions\rocket\explosion_far_distance_4.ogg"

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The 6,5ms separate Render thread may have caused also some wait sync to main thread otherwise

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unfortunately the preLd doesnt have much scope coverage to really tell

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context:

Not too technical but I'm having some consistently inconsistent performance only on the profiling branch. Dev and live branches are fine but on profiling I jump all around from 119 fps down to 11, up to 38, then to 90, back down to 22 etc. Tried all mallocs and leaving all launcher parameters at default and nothing changes.

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@empty star try to disable JSRS and see if it helps. maybe his sound/OGG design isnt ideal (if related at all)

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it would need also more captures to see if this is happening more often (and thus the possible cause for that), or this specific frame capture is unrelated

empty star
empty star
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Fascinating, it does seem to be JSRS 2025. After disabling it I get around the same if not better performance than dev build. Since it seems to have nothing to do with the profiling build aside from I guess how the files are read I'll ask LordJarhead about it.

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Thanks again, probably would have spent days testing mods and settings if it wasn't for your help

upper fulcrum
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my testscenario with a load of mods (with Mods fps down to 29, vanilla only down to 50)

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but maybe there is nothing more that can be optimized

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another one

zenith horizon
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You will first need to figure out what's causing the slowdown.

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I'd start looking into the scopes with a runtime > 2ms

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In wSim. Maybe you find a hint that leads to a mod.

upper fulcrum
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i found some scopes but i cant figure out a hint to a mod

knotty igloo
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@upper fulcrum
waituSense is AI from what i recall. check the job below it.
scScr/scrVM is scheduled code. it should have a 3 ms limit, yet it can get prolonged by prio requests - ie data loading. EpeFR is physx yet it seems to lack the actual scope for the 6 ms part

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the render scope has very little MT. could be just the specific scene tho

knotty igloo
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profiling observations - client

knotty igloo
unreal wagon
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-maxvram=8192 -malloc=tbb4malloc_bi_x64 These don't even do anything

quaint jungle
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roger that

unreal wagon
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19:04:17 Updating base class ->B_Carryall_Base, by a3\weapons_f\ammoboxes\config.bin/CfgVehicles/B_Carryall_khk/ (original a3\weapons_f\ammoboxes\config.bin)
This is wrong and bad.
The vanilla pbo updates its own base class?
Its not supposed to do that..

quaint jungle
unreal wagon
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Are you sure v22 is fine and v23 is not?
Like v23 specifically is the veresion that introduced the problem?

unreal wagon
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Ah! Without mods

quaint jungle
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yeah it's with out mods meowxd

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I'm trying again so please wait (if you have time)

quaint jungle
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(I'm testing v31 with huge mod and param/no wrong params now because I lost my last test preset are not saved)

unreal wagon
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I looked through all relevant changes in v22 and v23 and cannot find anything that would explain the problem

quaint jungle
quaint jungle
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I'm still testing the launch of v31. It takes about 15 minutes...

unreal wagon
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Well by that point it alreay is a failure right? so might aswell abort there

quaint jungle
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that right. I'll test v32.

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wow! v32 are too fast!

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but is it actually v32? It says 2.20.153200 and I think this build number was v19.

unreal wagon
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My build numbers are fake because I don't update them

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So me removing my performance optimization, fixed your launch times..
But it still doesn't make sense, that performance optimization first appeared in 153290, which is v27.

Why is v23 slow, it didn't have that

quaint jungle
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I understand. But either way, this v32 is working fine.
but the captureFrame log was output as 0kb though.

Should I try the v22/23 ?

unreal wagon
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I'd like to know v23 and the real v32 (Just pushed to steam now)
But not needed today

I expect v23 to actually be fine? and v32 to be bad

quaint jungle
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ok :)
thanks so much

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oh I forgot to say the one of bug

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but capture frame is not logged

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it's shows 0kb and 1kb (one byte is only logged the ])

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Yes, the loading speed does actually decrease in v23 and v22, and the degree of the decrease seems to be the same as up to v31. (I stopped launching it midway through.)
I'll try the v32 (released ver) next

quaint jungle
unreal wagon
quaint jungle
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Ummm why is loading slower in v32 (public version)... v32+ (Test version) are fine for me.

unreal wagon
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because v32+ has the fix, and v32 public version doesn't

quaint jungle
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Oh sorry, I see. So that means this might be implemented in v33 tomorrow or later of some day right?

unreal wagon
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yes. Tomorrow maybe

quaint jungle
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thanks so much and I'm so happy it's fixed

upper fulcrum
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when i play online Domination on Tanoa i got massive frame drops from 120 down to 40 only by facing on one specific direction. i caputerd it with -sframe

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what is hudDr; 12.38334; 6.74506; ?

knotty igloo
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@upper fulcrum hudDraw (draw uiEH) - would need sqf profiling why so excessive

however to me it looks like the rBatch is actually defining the fps/frame length - albeit not by much

with total being 22ms, this should be ~50 fps - aside from the hudDr you would need make a frame capture when at 120 to see whats the big difference

what that rBatch is about and if the frame capture here indicates a potential problem, only Dedmen can assess

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hudDraw (draw uiEH) - would need sqf profiling why so excessive
ie could be poor coding, or just many elements visible to draw. doing 2d and 3d ui elements via sqf is generally very slow - we had to come up with various optimizations to limit the impact. only engine access to the native engine ui system could help with that, yet it may or may not be some effort to expose that to sqf (or other reasons speaking against doing that)

upper fulcrum
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i can provide a capture with the 120 fps and at the same position one with 40 fps when turning to another direction

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120 FPS looking south on Tanoa Domi with -frame

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40 FPS looking north on Tanoa Domi with -sframe

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i can provide some more with low fps if wanted

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the next/last is captured with -frame instead of -sframe like the 3 before

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maybe this helps but maybe not. i will stop now because i dont want do spam

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and now i have a crash

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ok i stop

unreal wagon
# upper fulcrum

waitBG. Waiting for the GPU rendering to get done.
Probably there are just lots of objects to render.

unreal wagon
unreal wagon
upper fulcrum
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are those captures help you in any way or is providing them a waste of time for you/me/all of us? if so then i will stop to post them when not useful

unreal wagon
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no