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Reduced game performance #71472

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IdleSol opened this issue Feb 3, 2024 · 5 comments
Closed

Reduced game performance #71472

IdleSol opened this issue Feb 3, 2024 · 5 comments
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Code: Performance Performance boosting code (CPU, memory, etc.) (S1 - Need confirmation) Report waiting on confirmation of reproducibility stale Closed for lack of activity, but still valid.

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@IdleSol
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IdleSol commented Feb 3, 2024

Describe the bug

While playing the game, there is a decrease in performance and responsiveness of the game.

Attach save file

test-trimmed.tar.gz

Steps to reproduce

  1. Download the attached save
  2. In the place of appearance, walk inside and outside the debugging mobs
  3. Pay attention to the responsiveness of the game (speed of movement of the character)
  4. Add 10 years to the game time
  5. Disable portal storm
  6. Repeat steps 2 and 3
  7. Exit without saving
  8. Load save
  9. Open the map and teleport between markers 1 and 2
  10. Repeat steps 2..6
  11. Walk to mark 1 or 2 (they are the same)
  12. Pay attention to lags

Expected behavior

No lags during the game

Screenshots

No response

Versions and configuration

  • OS: Linux with Portproton (Windows 10.0.18362 (21H1))
  • Game Version: eefe420 [64-bit]
  • Graphics Version: Tiles
  • Game Language: English [en]
  • Mods loaded: [
    Dark Days Ahead [dda],
    Disable NPC Needs [no_npc_food],
    Portal Storms Ignore NPCs [personal_portal_storms],
    Slowdown Fungal Growth [no_fungal_growth]

Additional context

While discussing the topic #71419, I encountered some strange game behavior. Attached save, it's a specially created world, for playback. This isn't the first world I've tried to replicate the bug in.

The results are quite inconsistent.

In the first test world, I created three identical locations. In two of them, lags occurred when replaying steps. The third location did not.

I moved this world to a newer experimental version. Lags started to occur in all three locations. I went back to the old experimental version, lags in all three.

I created a new test world, its save is attached to the report. Created location 1 - no lags. Added location 2, no lags. Added a marker for locations on the map, lags appeared. Removed the marker, lags still appeared.

Separately I want to pay attention that I use the version for windows. But I run it on linux. Perhaps it also affects.

P.S. I apologize for the quality of the text. Deepl translate is used.

@IdleSol IdleSol added the (S1 - Need confirmation) Report waiting on confirmation of reproducibility label Feb 3, 2024
@BrettDong BrettDong added the Code: Performance Performance boosting code (CPU, memory, etc.) label Feb 3, 2024
@rtxyd
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rtxyd commented Feb 4, 2024

When I doing step 9, the game became this, and I can't do anything.
See windows taskmanager the memory occupation is huge comparing to normal game.
debug file says so, likely the game don't release the memory, cause lags.

ERROR : D:\a\Cataclysm-DDA\Cataclysm-DDA\src\pixel_minimap.cpp:144 [request_tex] Ran out of available textures in the pool.

15:58:56.355 ERROR : (error message will follow backtrace)
#0
(dbghelp: debug_write_backtrace+0xb5@00007FF60CACD9A5[cataclysm-tiles.exe+0x55d9a5]),
#1
(dbghelp: DebugLog+0x2b8@00007FF60CACC758[cataclysm-tiles.exe+0x55c758]),
#2
(dbghelp: realDebugmsg+0x1fd@00007FF60CACFA4D[cataclysm-tiles.exe+0x55fa4d]),
#3
(dbghelp: pixel_minimap::get_cache_at+0x148@00007FF60DD07C38[cataclysm-tiles.exe+0x1797c38]),
#4
(dbghelp: pixel_minimap::update_cache_at+0x81@00007FF60DD08C81[cataclysm-tiles.exe+0x1798c81]),
#5
(dbghelp: pixel_minimap::process_cache+0x198@00007FF60DD07F68[cataclysm-tiles.exe+0x1797f68]),
#6
(dbghelp: pixel_minimap::draw+0x47@00007FF60DD07747[cataclysm-tiles.exe+0x1797747]),
#7
(dbghelp: cata_tiles::draw_minimap+0x65@00007FF60CE1C095[cataclysm-tiles.exe+0x8ac095]),
#8
(dbghelp: cata_cursesport::curses_drawwindow+0xa49@00007FF60CAB9F39[cataclysm-tiles.exe+0x549f39]),
#9
(dbghelp: std::_Func_impl_no_alloc<<lambda_66278e0d7b7c51155695763db7f5faf4>,int,draw_args const &>::_Do_call+0x13@00007FF60CD240F3[cataclysm-tiles.exe+0x7b40f3]),
#10
(dbghelp: game::draw_panels+0x3d0@00007FF60CB495F0[cataclysm-tiles.exe+0x5d95f0]),
#11
(dbghelp: game::draw+0x21d@00007FF60CB4867D[cataclysm-tiles.exe+0x5d867d]),
#12
(dbghelp: ui_adaptor::redraw_invalidated+0x3df@00007FF60CC4CD3F[cataclysm-tiles.exe+0x6dcd3f]),
#13
(dbghelp: do_turn+0xf1f@00007FF60CAD55CF[cataclysm-tiles.exe+0x5655cf]),
#14
(dbghelp: WinMain+0xd45@00007FF60C95AAA5[cataclysm-tiles.exe+0x3eaaa5]),
#15
(dbghelp: __scrt_common_main_seh+0x106@00007FF60E01519A[cataclysm-tiles.exe+0x1aa519a]),
#16
(dbghelp: BaseThreadInitThunk+0x14@00007FFB81A27344[KERNEL32.DLL+0x17344]),
#17
(dbghelp: RtlUserThreadStart+0x21@00007FFB823826B1[ntdll.dll+0x526b1]),
Backtrace emission took 0 seconds.
(continued from above) ERROR : D:\a\Cataclysm-DDA\Cataclysm-DDA\src\pixel_minimap.cpp:144 [request_tex] Ran out of available textures in the pool.

image

@IdleSol
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IdleSol commented Feb 4, 2024

When I doing step 9, the game became this, and I can't do anything.

Use teleport through the debug menu. This error occurs if you teleport to a marker.

Most likely a translation error. Step 9 involves teleporting to a free field. Not on the marker itself. Any place at a distance of 3-4 global map tiles from the marker will do. So that the marker remains outside the reality bubble.

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github-actions bot commented Mar 5, 2024

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@github-actions github-actions bot added the stale Closed for lack of activity, but still valid. label Mar 5, 2024
@NetSysFire
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For the "Ran out of available textures in the pool", see:

@github-actions github-actions bot removed the stale Closed for lack of activity, but still valid. label Mar 7, 2024
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github-actions bot commented Apr 6, 2024

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@github-actions github-actions bot added the stale Closed for lack of activity, but still valid. label Apr 6, 2024
@github-actions github-actions bot closed this as not planned Won't fix, can't repro, duplicate, stale May 6, 2024
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