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FPS drop when playing the immortal lock after updating from 1.31.0 to 1.31.1 (And following versions up to 1.32.0) #771
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Please provide:
(attach all the relevant files into this issue) |
EDIT: While the command did fix most of the issues, on what I assume is the final arena (In the middle of the void, right after another arena with tentacles that mentions "altars charging" with jump pads and all that): After some of the waves of enemies have spawned (More or less when a cloud of scrags appear) and the enemy count gets to very high levels, the performance drop on 1.32.0 is way less manageable (3 fps) than in 1.31.0 (17-20). While the amount of enemies is extreme, there's a huge difference on performance between both versions. Wow,
As I've mentioned, in my side the issue is fixed, so feel free to close it. I'm leaving the issue open just in case you need something more on my side. Thanks! |
Out of interest, could you please try version 1.31.1 and change host_maxfps to 70 or 71 instead of 72? |
@vsonnier vkquake enables the renderer/network isolation with host_maxfps 72 instead of 73 because of debcaca
Maybe we should use a value 72.0 in the if statements in host.c, but keep Lines 134 to 148 in b86bf56
this still does not explain the difference in FPS between 1.31.0 and 1.32.0, though. |
The only difference between Anyway I personnally don't see any perfomance difference in versions which stay quite low until the @j4reporting I'm not going to touch anything physics-related unless it breaks now. In the low-moderate fps, (60fps and lower) vkQuake runs physics code more often (I think) than Ironwail resulting a quite smother general impression for the same amount of fps, so I certainly won't change that.
This save is not for the Immortal Lock, you have attached the wrong game here :)
I observe the same thing, where fps will crawl from some time because of the amount of spawned and active monsters. Nothing much can be done except having a more (single-threaded) powerful CPU. |
no one want to change the physics code, but we should enable the network/rendering isolation if host_maxfps > 72 and not >71. |
Take into account that these replies are all using a save (attached below) of the final fight (As it is the one I had).
Sure:
On both cases, if
Oh dear, probably I attached an old quicksave from the Id1 folder instead the good one. Here it is (as before, change txt to sav, and as I mentioned, its a save right before the big fight): |
Just to be clear :
Is this really between
I also assume
Ah right I'll do something about it, although it doubt it will change anything in the end. |
I guess he compared FPS between 1.31.0 (host_maxfps 72) and 1.31.2/1.32.0
I can reproduce this on my old skylake nuc with iGPU with version 1.31.0 and the provided save game. version 1.31.2 playable with sv_fastmove 1 ( host_maxfps 72 ) the fixed @NeurusEx could you please do your test again with version 1.31.0 and change host_maxfps to 73 or 74 |
#772 works as expected on my old nuc. There is another issue with the savegame, though. For some reason the savegame will trigger a "vkWaitForFences failed" error while loading this savegame on my newer HW with the unmodified vkQuake 1.32.0 version!
Win10 or Linux does not matter... |
@NeurusEx, updating immortal lock to a newer version broke your savegame later. This savegame has many problems. If you update to a newer version of a map, start from the beginning. Or continue playing the old version if you have altready progressed too far and don't want to start from the beginning again. |
Thanks all for your investigation, I've added a commit suggested by @j4reporting here : 60957d1 That basically adopts the same way Ironwail has to compute the This is very sensitive code though, so even put in In other words, If we note regressions in other levels and situations, I'll revert the change. I'm not going to make a new release anytime soon, so for now let's just play games and see how it goes. |
the map marooned has a similar issue but shows the slow down effect with too many edicts in use even better than immortal. there is a lieutenant enforcer waiting in a small room, accessible through a ladder and a panel in the roof/floor. If you manage to defeat him, you can open a larger door to the hanger. The door swings up for several seconds. vkquake 1.32.0 ( 1.31.0 - 1.32.0 show similar results) s0.sav is the "normal progress ( s1.sav) is after the fight but door to hanger still closed ) s10.sav is early after map start in front of the ladder and impulse 9 ( SNG with lava nails can fnish the enforcer quickly)
I've seen worse:
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Hi @j4reporting the advanture continues there: #775 |
Describe the bug
I've been using vkQuake 1.31.0 to play the Immortal Lock for a while with no issue whatsoever and stable FPS's. This morning, after updating to 1.32.0 the game went from stable 40-60fps's to 10-15. I decided to test the whole 1.31.x range of updates, and found out that the issue started in 1.31.1.
I've tried with both fullscreen and windowed modes and updating the drivers. I did gain a bit after the update and switching to fullscreen, but once many enemies started to appear on screen, the FPS's came back down.
I've also launched vanilla quake and the performance was normal (40-60 fps).
Screenshots
https://imgur.com/N1IBD5J
https://imgur.com/UAy8UPO
Desktop (please complete the following information):
Mod
The Immortal Lock, 1.9.
Additional context
I've gone... through an "update" journey for this thing. While I started with vkQuake 1.31.0, older drivers and Immortal Lock 1.7. Updating both the drivers and the mod's version (That thankfully didn't broke my saves) did help a bit, but going back from 1.32.0 to 1.31.0, with everything updated, means "regaining" an average of 10-20 fps on the arena shot linked above.
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