I'm making a separate post from my original "game sometimes stops drawing frames on death" post because this issue has evolved immensely in the past week
after I began playing strawberry jam, I encountered a number of new performance-related issues, some of which only began happening when I reinstalled celeste's opengl beta and everest core to see if I can fix my issues. after reinstalling, I updated dotnet-sdk-bin to the latest testing version in the gentoo repos.
here's a detailed list of the jank I've experienced so far:
- when strawberry jam is enabled, selecting a map in a lobby or opening the journal (even in vanilla maps) causes a consistent lag spike, and dying in a map causes a longer lag spike the more I play (especially with a golden strawberry) regardless of mod cache.
- with strawberry jam, the game idles at above 2.4gb of ram and it only goes up with time, sometimes even going as high as ~3gb. without any mods, it idles at 1gb.
- without any mods enabled, the game doesn't lag between deaths and the load times are fast, but selecting "return to map" while playing any vanilla map causes a sizable lag spike, with no message in the log to indicate why this happens. this didn't start happening until I reinstalled.
- olympus can't launch the vanilla game when clicking the "celeste" button. I always had problems with this, but it mysteriously worked one day and then stopped. I haven't been able to launch the vanilla game for a while, but I confirmed that all of these issues do not happen in vanilla
- sometimes large enough lag spikes can result in the entire game locking up with the only way to exit being to kill the process
I'm sorry for posting so much about this type of issue, but I've officially run out of ideas for how to even begin debugging it. the log isn't helpful, and the game does not produce a crash log upon freezing. the only ideas I have for what this could be are a memory leak, a very specific issue with my setup, or an everest core bug.





rust moment




