void Posted December 9, 2010 Share Posted December 9, 2010 Almost immediately after launching start jerking performance (see screenshots) Disabling effects or objects in the scene does not affect. In the system there is no extraneous processes. System: Windows 7 CPU AMD Phenom II X4 965 GPU ASUS ENGT220 1Gb DDR 2 Need emergency help.. Link to comment
frustum Posted December 9, 2010 Share Posted December 9, 2010 It can be checking of texture modifications if the editor has loaded. Try to quit from the editor. Link to comment
void Posted December 9, 2010 Author Share Posted December 9, 2010 This machine is used as a server, editor does not load, render app - null Link to comment
frustum Posted December 9, 2010 Share Posted December 9, 2010 Reduce number of physics and update threads: physics_num_threads 1 world_num_threads 0 Link to comment
ulf.schroeter Posted December 9, 2010 Share Posted December 9, 2010 This machine is used as a server, editor does not load, render app - null As you are using null renderer and due to some kind of regular interval fps spike pattern I wouldn't expect application rendering/processing as main problem cause. I would guess that might be some hidden windows system activities causing you fps spikes. Best freeware tool for tracking down these issues Sysinternals Process Monitor I would propose to have a special look on hidden filesystem activities (e.g. windows event log writes) correlating to your fps spikes to identify possible blocking operations of other hidden processes. Another quick-tip for problem tracing would be to physically disconnect all server network connections. We realized much higher frame spikes when network is connected. Of course not a problem solution, but maybe a good indication for a windows system related cause of fps spikes. BTW I assume that you DO NOT have an active virus/malware scanner/firewall on your machine as this for sure could cause all kind of system frame rate instabilities (at least based on our experiences) Link to comment
void Posted December 10, 2010 Author Share Posted December 10, 2010 Thank you all for your advice. But we can no longer test on that system - it has already been sent ... On the one machine in the office appears similar symptoms - will deal with it. Link to comment
void Posted December 10, 2010 Author Share Posted December 10, 2010 physics_num_threads, world_num_threads not affected. jump only: RMTris / sec RKSurf / sec RKDips / sec log.html Link to comment
binstream Posted December 10, 2010 Share Posted December 10, 2010 Some rendering operations are performed every Nth frame instead of each one, so that's ok. Link to comment
pit Posted December 10, 2010 Share Posted December 10, 2010 Some rendering operations are performed every Nth frame instead of each one, so that's ok. Unfortunately it is not OK. When this machine is used as server perfomance jag described above caused jerks in object motion on client machines. Even when object moves with constant velocity. It makes a bad impression. Link to comment
danni.coy Posted December 10, 2010 Share Posted December 10, 2010 Unfortunately it is not OK. When this machine is used as server perfomance jag described above caused jerks in object motion on client machines. Even when object moves with constant velocity. It makes a bad impression. We had an issue with ObjectWaterMesh causing something very similar to what you are describing. We got to the bottom of the problem by moving the camera around to see where in the scene we were experiencing slowdowns then by enabling disabling nodes until the problem went away. Not sure if anything has been done about ObjectWaterMesh in the interum. Link to comment
void Posted December 13, 2010 Author Share Posted December 13, 2010 We discovered that the problem is concerned with high shander quality. When we changed it to LOW - problem dissappeared. Could unigine developers give any comment about this? 1 Link to comment
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