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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - lwki

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1
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: March 09, 2024, 02:54:06 AM »
I'm having some issues.  No errors or anything like that but my game is becoming choppy and I am getting ever increasing delay when opening my inventory whether it's at a station, in space or opening my Exotic Modifications box or shop at stations from the Exotica Technologies mod.  It doesn't happen at all when viewing my fleet or refit windows. 

I was using the 8GB option for VMParams and I tried the adaptive option as well to no avail.  I am running quite a few mods and only have 16GB of RAM but I make sure there's more than 8GB available for the game by shutting down any unnecessary programs beforehand.  However I did notice something in the command prompt window when starting up Starsector using your .bat file, though it's quite large so I'll place it behind a spoiler and the bits that I noticed that gave me pause I placed in bold:

Spoiler
Project : Rouge 26.4
Status  : Initializing
Loaded  : Miko_R3
Press any key to continue . . . OpenJDK 64-Bit Server VM warning: JVM cannot use large page memory because it does not have enough privilege to lock pages in memory.
[0.004s][info][gc] Min heap equals to max heap, disabling ShenandoahUncommit
-XX:AVX3Threshold=0 -XX:-AlignVector -XX:+AlwaysAtomicAccesses -XX:+AlwaysCompileLoopMethods -XX:+AlwaysPreTouch -XX:+AlwaysPreTouchStacks -XX:-BytecodeVerificationLocal -XX:-BytecodeVerificationRemote -XX:CompilerDirectivesFile=..\\mikohime/.rouge_owo -XX:-DebugInlinedCalls -XX:-DebugNonSafepoints -XX:+DisableExplicitGC -XX:-DontCompileHugeMethods -XX:-EnableThreadSMRStatistics -XX:+EnableVectorAggressiveReboxing -XX:+EnableVectorReboxing -XX:+EnableVectorSupport -XX:+EnableX86ECoreOpts -XX:+ErrorLogSecondaryErrorDetails -XX:+ExtensiveErrorReports -XX:IncreaseFirstTierCompileThresholdAt=99 -XX:InitialHeapSize=8589934592 -XX:InterpreterProfilePercentage=99 -XX:LockingMode=2 -XX:MaxGCPauseMillis=10 -XX:MaxHeapSize=8589934592 -XX:MinHeapSize=8589934592 -XX:NmethodSweepActivity=1 -XX:+ParallelRefProcEnabled -XX:PerMethodRecompilationCutoff=100000 -XX:+PrintCodeCache -XX:+PrintCommandLineFlags -XX:ProfileMaturityPercentage=100 -XX:+ReduceAllocationMerges -XX:ReferencesPerThread=0 -XX:ReservedCodeCacheSize=268435456 -XX:+SegmentedCodeCache -XX:ShenandoahAllocationThreshold=85 -XX:ShenandoahGCHeuristics=compact -XX:ShenandoahGCMode=iu -XX:ShenandoahGuaranteedGCInterval=0 -XX:+ShowCodeDetailsInExceptionMessages -XX:+ShowMessageBoxOnError -XX:ThreadPriorityPolicy=1 -XX:ThreadStackSize=4096 -XX:Tier0Delay=1 -XX:Tier0ProfilingStartPercentage=2000 -XX:+TieredCompilation -XX:TieredOldPercentage=10000 -XX:TieredStopAtLevel=4 -XX:TrimNativeHeapInterval=60000 -XX:+UnlockDiagnosticVMOptions -XX:+UnlockExperimentalVMOptions -XX:UseAVX=3 -XX:+UseBMI1Instructions -XX:+UseBMI2Instructions -XX:+UseCLMUL -XX:+UseCompressedClassPointers -XX:+UseCompressedOops -XX:-UseCondCardMark -XX:+UseCriticalCompilerThreadPriority -XX:+UseCriticalJavaThreadPriority -XX:-UseDynamicNumberOfCompilerThreads -XX:+UseFMA -XX:+UseFPUForSpilling -XX:+UseFastStosb -XX:+UseFastUnorderedTimeStamps -XX:-UseLargePages -XX:+UseLargePagesIndividualAllocation -XX:UseSSE=4 -XX:+UseSSE42Intrinsics -XX:+UseShenandoahGC -XX:+UseStringDeduplication -XX:+UseUnalignedAccesses -XX:+UseUnalignedLoadStores -XX:+UseVectorCmov -XX:+UseVectorStubs -XX:+UseXMMForArrayCopy -XX:+UseXMMForObjInit -XX:+UseXmmI2D -XX:+UseXmmI2F -XX:-VerifyAdapterCalls -XX:-VerifyMethodHandles -XX:-VerifyReceiverTypes -XX:+ZeroTLAB
OpenJDK 64-Bit Server VM warning: UseAVX=3 is not supported on this CPU, setting it to UseAVX=2
OpenJDK 64-Bit Server VM warning: fast-string operations are not available on this CPU

[0.014s][info][gc] Heuristics ergonomically sets -XX:+ExplicitGCInvokesConcurrent
[0.014s][info][gc] Heuristics ergonomically sets -XX:+ShenandoahImplicitGCInvokesConcurrent
[0.015s][info][gc] Using Shenandoah
[0.015s][info][gc] Heuristics ergonomically sets -XX:+ShenandoahUncommit
[0.015s][info][gc] Heuristics ergonomically sets -XX:+ShenandoahAlwaysClearSoftRefs
[0.016s][info][gc] Heuristics ergonomically sets -XX:ShenandoahImmediateThreshold=100
[0.016s][info][gc] Heuristics ergonomically sets -XX:ShenandoahUncommitDelay=1000
[0.016s][info][gc] Heuristics ergonomically sets -XX:ShenandoahGarbageThreshold=10
2 compiler directives added
WARNING: package java.nio.Buffer.UNSAFE not in java.base
WARNING: package java.awt.Rectangle not in java.desktop
[0.998s][warning][trimnative] Native heap trim is not supported on this platform
[close]

I have no idea if any of the JDK notices are relevant or the warnings at the end but being that I'm not a programmer I figured I'd at least ask if any of that seemed abnormal.  If it's helpful I'm running on an r7 3700x.  I also tried the suggestions in the troubleshooting part of your FAQ but it didn't seem to have an effect on performance except that with vsync off I did notice the screen tearing.

Aside from the choppiness and delay when opening inventory everything else seems to run ok.  I can also post the mods I'm using if that would be helpful too.
the warning is normal, it just mean it cannot use large page..
there is a known issue caused by Roider rn that make Inventory opening to be slow, as for game becoming choppy.. it depend on modlist as GC isnt omnipotent to clean memory..
increasing the size may help but narrowing down the mod that cause it would be better.
(usual culprit are Adjusted Sector being too big or RAT density sector on some case)

Thanks for the help!  Roiders are in my current game so that certainly explains the inventory lag, and what an odd bug that is.  I also did attempt this game with 150% stars in RAT so that could very well be the choppiness in general, though it wasn't choppy at the start (I don't think) but now that I'm about an ingame year into this one it's very noticeable.  I should note though that I have colonization deactivated until I start mine so no one has expanded their faction size yet.  I'll have to experiment later to try to find the cause but I won't be able to use my PC for about a week so I won't be able to report for a bit.


Having exact same issue.
Disabling roiders helped with inventory lag. But even without it, with every cycle fps gets hit, im at 216 cycle and game averages around 30 fps. Also running RAT at 200% constellation generation, but FPS was fine and the beginning of the game. I have around 50 mods activated. Changing vmparams to adaptive and rising the memory limit didnt help. I also enabled vsync back on because i couldn't stand screen tearing.

ATM im trying at default sector generation but it feels so empty lol

I've also noticed that process uses at most 20% of CPU and GPU. Out of 12 logical cpus only three are working and one is ultra sweaty sitting around 100% usage.

2
Mods / Re: [0.95.1a] Realistic Combat 1.12.1
« on: August 06, 2022, 05:05:22 AM »
So, by default this mod affects only vanilla ships? If i install this as is, i will get vanilla ships that shoot across half of the map against modded factions that are practically melee?

I don't wanna sound like a *** but what's the point of this? If you play vanilla with this mod, it doesn't matter if its total conversion or not. And if you play modded isn't it way more broken than having some scripts not working or working differently?

It does affect modded ships and weapons, and hence the warning.
I don't understand. Then what does enabling mods by removing total conversion tag do?

3
Mods / Re: [0.95.1a] Realistic Combat 1.12.1
« on: August 06, 2022, 04:43:44 AM »
Realistic Combat is stable with all other mods and intended to be played with them but adds realism mechanics that mods are not designed for and drastically changes the intended balance of mods by modifying all ship, fighter, and weapon specifications: some mod combat scripts may run differently or not at all.  To ensure the user knows why other mods may behave differently, the Realistic Combat mod information file has a removable "totalConversion" tag that prevents loading it with other mods until the user removes the tag.
So, by default this mod affects only vanilla ships? If i install this as is, i will get vanilla ships that shoot across half of the map against modded factions that are practically melee?

I don't wanna sound like a *** but what's the point of this? If you play vanilla with this mod, it doesn't matter if its total conversion or not. And if you play modded isn't it way more broken than having some scripts not working or working differently?

4
Is it possible to add 'everyone hates you' option in faction settings?

5
Mods / Re: [0.9.1a] Grand Sector
« on: September 21, 2019, 10:07:28 AM »
Don't wanna be that guy but you made sector 1.69 times bigger by default, not x1.3

6
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: August 17, 2019, 09:05:23 AM »
Why does DA scan my cargo to search for contrabands even though they don't have anything in illegal commodities? Shouldn't it work like with pirates?

7
Can you explain how does reputation growth work on reserved ships?
maxXpForReservedShips is the max experience reserved ships can get from combat encounter or is it overriding max xp to guarantee new trait?
Does traitChanceMultForReservedCivilianShips multiply the chances of getting a trait? What chances? I thought traits were guaranteed? Reserved ships get a chance of getting a new trait at maxXpForReservedShips?

Wanted to play around with settings but its kinda hard to understand if you don't know how the mod works
Great mod btw, thank you

8
Blog Posts / Re: Skills and Story Points
« on: August 09, 2019, 07:39:19 AM »
Oh right, forgot i was using mods, sorry.

9
Blog Posts / Re: Skills and Story Points
« on: August 09, 2019, 06:45:28 AM »
I like having the possibility to get every skill after enough commitment, as it is in the current system.
Not a fan of being limited to 15 skills, unless i missed something.

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