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 Post subject: Performance hit from zombies
PostPosted: Fri 19 Aug, 2011 9:40 pm 
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Gopher
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Joined: Tue 24 May, 2011 11:59 am
Posts: 96
It's still there.
Seems to happen somewhat at random, but I suspect it is related to them exploding. Framerate goes down close to one.
Effect and debris sliders at half, Ati Radeon 5670 and a dualcore 2.6 GHz AMD processor. Also, windowed.

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 Post subject: Re: Performance hit from zombies
PostPosted: Sat 20 Aug, 2011 5:50 pm 
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Argh... I will smack them with the optimize hammer again. Little buggers. Sorry about that.


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 Post subject: Re: Performance hit from zombies
PostPosted: Sat 20 Aug, 2011 5:55 pm 
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Ranger
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Joined: Sun 05 Jun, 2011 6:25 pm
Posts: 332
Location: Norway
Yeah, I seem to have performance issues around both zombies and floating people.

Killing a level 3 CIV colony will put me at 1 frame every 5 seconds.

Also I seem to have problems when fighting certain Tugs. (yes, of all things)

Interestingly enough, losing my largest ship will instantly fix framerate problems. Its like everything is targetting it, and as soon as it dies performance is up to good levels. I'd look into targeting code and/or retargeting code. Of everything.


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 Post subject: Re: Performance hit from zombies
PostPosted: Sat 20 Aug, 2011 6:00 pm 
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Developer
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Thanks for the analysis TNSe, this actually helps a lot. :)


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 Post subject: Re: Performance hit from zombies
PostPosted: Sat 20 Aug, 2011 6:23 pm 
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Shortbus

Joined: Sat 20 Aug, 2011 6:15 pm
Posts: 3
Yeah I've been noticing the same thing ever since starting to fight the zombies. Tried the sliders/resolutions and direct X compatibility but doesn't seem to do much. Can't be more helpful though sorry as i don't pay attention to playing people/zombies that much.

EDIT: Definitely the Zombies,past the black hole/3rd tier mothership bit now and as you only fight zombies the fights are nearly unplayable. I'm running a 3ghz dualcore and 460GTX.


Last edited by Aretak on Wed 24 Aug, 2011 11:56 am, edited 1 time in total.

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 Post subject: Re: Performance hit from zombies
PostPosted: Tue 23 Aug, 2011 11:59 am 
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Shortbus

Joined: Tue 23 Aug, 2011 11:47 am
Posts: 2
I also found that it hits just as you come close to "rez deposits" and "infected colonies" during the zombie clear out missions. All slows down just before they come onto your screen for about 5-10sec


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 Post subject: Re: Performance hit from zombies
PostPosted: Tue 23 Aug, 2011 7:41 pm 
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Shortbus

Joined: Tue 23 Aug, 2011 7:36 pm
Posts: 3
I was absolutely loving this game and even told my friends about how fun it was...until the zombie slide-show started.

I have set the affinity to an unused core, set the sliders to nothing, disabled all effects and it still pegs the CPU to 100% the minute there are a couple of zombie ships on my screen.

I am running Windows 7 x64, 8GB of RAM, Core I7.

It makes the game unplayable, which is a shame since I would love to keep playing it.

--Poke


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 Post subject: Re: Performance hit from zombies
PostPosted: Tue 23 Aug, 2011 7:44 pm 
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Turtle head
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Joined: Tue 09 Aug, 2011 5:35 am
Posts: 414
Do you know what model of core i7, or what video card you have? (Hit Windows key + R and type "dxdiag" to bring up a utility that will list these things and more.)

Have you tried using the DirectX compatibility mode? I think one of the devs was saying it actually turns out to be faster on rare occasion.

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 Post subject: Re: Performance hit from zombies
PostPosted: Tue 23 Aug, 2011 10:02 pm 
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Shortbus

Joined: Tue 23 Aug, 2011 7:36 pm
Posts: 3
I have tried it in DirectX mode as well and it still slows down to 1 frame every 2-3 seconds.

It is a Core i7 Q740 @ 1.73 GHz
And my video card is a GeForce GTX 460M, driver 8.17.12.7533 from 5/21/2011

I run the game full screen 1920x1080.

Thank you for the suggestion about DX mode :)

--Poke


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 Post subject: Re: Performance hit from zombies
PostPosted: Wed 24 Aug, 2011 5:34 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
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Can you guys try putting SpazGame.exe process affinity to another core. The engine is old and does not multithread. If it got a core to itself, that could help as well. Maybe play in XP compatibility mode and turn off anti virus too?


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 Post subject: Re: Performance hit from zombies
PostPosted: Fri 26 Aug, 2011 2:54 pm 
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Shortbus

Joined: Tue 23 Aug, 2011 7:36 pm
Posts: 3
Okay, I had already set the affinity (that was my first troubleshooting step after turning down sliders). I tried XP compatability mode and that was the same.

One thing that did help was playing the game at 1024x768 in windowed mode. At that resolution, fighting the zombies was a nice experience (except everything was smaller). Tried going back up to 1920x1080 and it is back to slideshow-ville. So it looks like Zombies and Pixels do not get along.

--Poke


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 Post subject: Re: Performance hit from zombies
PostPosted: Sat 27 Aug, 2011 5:56 am 
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Gyro

Joined: Fri 13 May, 2011 10:41 pm
Posts: 135
I have had this since spaz came out, I think its all the little critters, its like each one uses a complex Ai routene and it totally kills the framerate to nothing. Then again if any Zombie ships are around besides 2 or 3 small ones my fps hits 1. and cpu gets maxxed out for the core SPAZ is on (Why the hell can't we have multicore support?) where as its around 20% before zombies show. I hit chapter 4 and its made the game pretty much unplayable, My Hammerhead with all slots using those pulse cannons don't even fire half the time because I am hitting less than 1 FPS and the game doesn't relize I am holding down the fire button. Its not a videocard issue at all, its a pure cpu issue it seems. the zombie ships and critts just use way to much cpu compared to anything else.. and I can't figure out why.


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 Post subject: Re: Performance hit from zombies
PostPosted: Mon 29 Aug, 2011 9:44 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
We are going to try to get to the bottom of this. I think you are right and it may be the critters. Why it doesn't like your particular cpu, I do not know but it is something we can test. If you email me at contact@spazgame.com I will make some changes to a file to make no critters ever spawn, then we will see if it is those little bastards or not.


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 Post subject: Re: Performance hit from zombies
PostPosted: Mon 29 Aug, 2011 9:55 pm 
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Ranger
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Joined: Sun 05 Jun, 2011 6:25 pm
Posts: 332
Location: Norway
Lets go!


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 Post subject: Re: Performance hit from zombies
PostPosted: Tue 30 Aug, 2011 1:10 am 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
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Ok give this a try. Backup your game.cs.dso file first. This new version will eliminate zombie critters (the little dudes who invade ships) from the game. Please let me know how this goes fps wise.

Also the file goes in game/gamescripts


Attachments:
File comment: No critter version of SPAZ. unzip and place in game/gamescripts (back up your old file first)
noCritters.zip [9.52 KiB]
Downloaded 320 times
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 Post subject: Re: Performance hit from zombies
PostPosted: Tue 30 Aug, 2011 4:46 pm 
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Ranger
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Joined: Sun 05 Jun, 2011 6:25 pm
Posts: 332
Location: Norway
Finally had time to test it.

I made a save before I kill a Zombie Hive during part 4. And played with and without the changed file. The lag was visibly reduced with the changed file, but as the star station hit 0 hull, there was still a slightly noticeable lag, but after that lag was all gone.

Now to find a worse case scenario than this....

Meanwhile; http://dl.dropbox.com/u/789929/spaz_badgfx.JPG
(Fixed with reboot)


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 Post subject: Re: Performance hit from zombies
PostPosted: Tue 30 Aug, 2011 5:05 pm 
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Ranger
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Joined: Sun 05 Jun, 2011 6:25 pm
Posts: 332
Location: Norway
Just had a Lvl 68 Strength 3 Colony blow up on me slowly without any frame lag... With game as original. I think I may have to make a new game and play it until I find a situation I get problems...


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 Post subject: Re: Performance hit from zombies
PostPosted: Tue 30 Aug, 2011 11:16 pm 
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Shortbus

Joined: Tue 30 Aug, 2011 10:21 pm
Posts: 2
Excuse me to but in but are you using steam to play the game?
I was playing it via steam but killed the process (Steam and gameui) and I noticed my framerate increasing quite a bit, I was also using the NoCritters that Blorfy kindly provided.
Try it it might help.


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 Post subject: Re: Performance hit from zombies
PostPosted: Sun 04 Sep, 2011 5:54 am 
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Shortbus
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Joined: Sat 03 Sep, 2011 6:30 pm
Posts: 3
Sorry to ask such a nub question. But what do I back up so that I can use the No Critter file. I'ma kinda lost on what to save


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 Post subject: Re: Performance hit from zombies
PostPosted: Sun 04 Sep, 2011 3:06 pm 
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Shortbus

Joined: Tue 30 Aug, 2011 10:21 pm
Posts: 2
Shadoros wrote:
Sorry to ask such a nub question. But what do I back up so that I can use the No Critter file. I'ma kinda lost on what to save

Np m8, you will need to back up the "game.cs.dso" file, located in %install path%/game/gameScripts
Good luck.


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 Post subject: Re: Performance hit from zombies
PostPosted: Mon 05 Sep, 2011 11:50 pm 
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Shortbus
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Joined: Sat 03 Sep, 2011 6:30 pm
Posts: 3
Ah, thanks for that. And thank you Blorfy for providing that link. My computer no longer lags and I can now spread some chaos in the galaxy. Safe hunting what ever faction you want ;D


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 Post subject: Re: Performance hit from zombies
PostPosted: Fri 09 Sep, 2011 8:55 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Ahh ok, so for at least one person it was the zombie critters causing the lag... That is interesting and unfortunate because they are a key component to the zombie infection... I will look into this further to see if we can fix this in a better way that does not cripple part of the infection process.

Any news from anyone else?


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 Post subject: Re: Performance hit from zombies
PostPosted: Fri 09 Sep, 2011 10:28 pm 
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Ranger
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Joined: Sun 05 Jun, 2011 6:25 pm
Posts: 332
Location: Norway
I have been unable to properly produce lag on insane mode recently. Atleast lag in the order of which was there previously.

I had biggest lag with beams, so I might have to play a Beams only game.


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 Post subject: Re: Performance hit from zombies
PostPosted: Sun 11 Sep, 2011 9:06 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Thanks for the continued hunting TNSe we really do appreciate it.


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 Post subject: Re: Performance hit from zombies
PostPosted: Sun 11 Sep, 2011 10:49 pm 
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Ranger
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Joined: Sun 05 Jun, 2011 6:25 pm
Posts: 332
Location: Norway
I'm starting to lean towards bad soundcards/software sound mixing causing the problems.


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