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Author Topic: Toady: Re: FPS lag/lockup - Pathing  (Read 542 times)

oolon1

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Toady: Re: FPS lag/lockup - Pathing
« on: October 30, 2007, 12:18:00 pm »

Toady, after a lot of experimentation, I've determined that it's almost certainly dwarves trying to bypass each other in shared-path situations, or using 1-tile wide halls/stairs during hauling jobs.  Simply expanding the halls to 2-tiles wide completely eliminates all FPS reductions/locks I was having before.

I hope this helps.

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Redd

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Re: Toady: Re: FPS lag/lockup - Pathing
« Reply #1 on: October 30, 2007, 04:20:00 pm »

I have a single dwarf left after a bit of a disaster and I'm still getting 20-30 second freezes with him there alone.  The freezes happen even when my last dwarf (miner) is working away and not even thinking of going anywhere else.

Of course, there are animals roaming around still... *shrug*

EDIT - Still happening while he's asleep and all the animals are in the meeting area.  I guess they could be considering a path that takes them to stairs, but I can't see why they would as there's nothing down the only stairs I've built, just boulders and a few mining jobs.

[ October 30, 2007: Message edited by: Redd ]

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axus

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Re: Toady: Re: FPS lag/lockup - Pathing
« Reply #2 on: October 30, 2007, 08:33:00 pm »

I'm digging near a volcano / evil pit / undead tower, I get some big lag spikes when going to my basement, and I just had the game freeze at max CPU for like 5 minutes before coming back.  5x5 map
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Toady One

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Re: Toady: Re: FPS lag/lockup - Pathing
« Reply #3 on: October 30, 2007, 09:11:00 pm »

For pathing errors, anything in the error log?  There are still some situations where you get "path fail" or "loop path fail".  These are all bad, and especially in bulk they can cause serious lags.  I haven't found all of the causes yet, so collecting the log entries and situations that caused them in one place would be handy.
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oolon1

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Re: Toady: Re: FPS lag/lockup - Pathing
« Reply #4 on: October 31, 2007, 02:00:00 am »

No pathing errors in the log.  But widening the hall relieved many of my problems, but they still happen when dwarves try to cram into the same path at the same time and run into each other.  Is it possible that the "find alternate route around the dwarf in my way" is doing too much calculating?

Hope this helps.  It seems to be the primary source of fps slowing for me, but it's more manageable now knowing how to workaround it.

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Toady One

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Re: Toady: Re: FPS lag/lockup - Pathing
« Reply #5 on: October 31, 2007, 09:48:00 pm »

If somebody has a save where an impending swap causes a really horrible lag, that would be handy.  It's not happening to me.  By impending I mean paused and within a few seconds.
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Teldin

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Re: Toady: Re: FPS lag/lockup - Pathing
« Reply #6 on: October 31, 2007, 09:50:00 pm »

I haven't had any actual lag that long, but I do get 2-3 seconds of a huge drop in framerate whenever the red ? mark comes up on a dwarf. It doesn't last too long though and tends to go back up again quickly.
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thvaz

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Re: Toady: Re: FPS lag/lockup - Pathing
« Reply #7 on: October 31, 2007, 10:22:00 pm »

I had a freeze some hours ago, but now the game is ok. My save file will help?
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oolon1

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Re: Toady: Re: FPS lag/lockup - Pathing
« Reply #8 on: October 31, 2007, 11:28:00 pm »

For some reason this is next to non-existent now, after playing a while on this new map.  Go figure.

If I discover it again, I'll let you know.

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Toady One

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Re: Toady: Re: FPS lag/lockup - Pathing
« Reply #9 on: November 01, 2007, 04:22:00 am »

I managed to catch a situation where the dwarves were really lagging in a narrow hallway, and I've fixed the lag that comes from them passing each other for the next version.
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