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Messages - Ced Riggs

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16
And, an update. I played normally in my new playthrough, and I am still relatively small. No impacts to performance up until now, even when I forgot to go to bed last night. Just now, the very same behavior reoccurred.
  • Bigger battle
  • Loot
  • game starts going slower.
But that is not all. Just prior to this fight, I founded my first colony. This may be confirmation bias, but it seems that opening market dialogues takes longer now. If anything, this may just be because I've played for a while, and isn't really affecting gameplay all that negatively.

Peripheral data:
  • Current save size: 50MB
  • RAM set to 7GB, 5GB in actual use.
  • No extraneous com.fs.starfarer.campaign.CampaignEngine instances.
  • Playtime was about 2h, ish?
  • The single battle the shot my performance was an original IBB mission.
More pointers towards Vayra's Sector? I just have no indication on what I could investigate further to confirm/rule out that it's Vayra's.

Any ideas on what to look for/how to look for the source of this?

17
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: August 07, 2020, 11:22:49 PM »
Uh i have a problem with Adjusted sector, idk if its caused by your mod but i don't have the colonize option on a massive amount of planets and it was the same with Grand sector :'(
More than likely you are missing Crew, Supplies, or Heavy Machinery, as the process of creating a colony is not touched upon by this mod.

18
General Discussion / Re: Are mods jank, or is it just my sucky computer
« on: August 07, 2020, 09:30:49 AM »
Yeah it's just due to the number of mods, I'm not sure if any pc would handle >50 mods.
Ran 90 mods concurrently just fine. The GC limit issues OP describe sounds like 1GB RAM in vmparams, easily fixed.


19
Ah, yes, cross referencing mod lists.

Sadly, I am using all the ones listed myself. The remaining list is thus:
Spoiler
GraphicsLib 1.4.2
Interstellar Imperium 2.2.1
Lazylib 2.4f
MagicLib 0.29
Nexerelin 0.9.6e / 0.9.6f
Ship/Weapons Pack 1.11.0
Tahlan Shipworks 0.3.13 / 0.3.17
Tiandong Heavy Industries 1.2.1a
Underworld 1.4.4
Vayra's Sector 3.1.5
[close]
At this point, I am leaning towards either Vayra or Nexelerin, which would coincide with the prior mentions of inventory interactions resulting in drops. The "big battles" usually end up with a big loot pile, and unless you skip the loot phase, would always end with opening your inventory. If you have positive experiences without Vayra, please let us know, Zoro89!

I'm curious in knowing if anyone that has been getting these slowdowns can report through the task manager if java is using more than 3G. I have a feeling that the game wants to use more memory but it can't for whatever reason, even when set to.
I've had Starsector at any number from 4GB to 7.8GB (when I had given it 8GB) of RAM. Sorry.

20
You could still try that VisualVM monitoring that Alex mentioned, see if you have a leak or nah. Considering that Starsector was first released (in Beta) in 2011, it is entirely possible that our contemporary rigs can keep going with a leaked campaign engine. I could imagine that current gen rigs simply shoulder that and keep going, but Alex might be able to shed light on that. I am just making *** up at this point.

In my new, tiny playthrough, no adverse performance has become apparent yet. I'll keep an eye it, though.

21
General Discussion / Re: Mod help
« on: August 05, 2020, 02:17:40 AM »
Factions: You can run as many as you like. I've run games with every available mod faction before. You need to increase the RAM allocated for Starsector to do so, though. You can find the settings in your Starsector folder, by editing the "vmparams" file with, say, Notepad, and giving it up to, but not more than 8GB of RAM. Java cannot handle more than 8GB all that well.

Look for:
Code
windows -Xms1024m -Xmx1024m -Xss1024k -classpath 

For 7GB, change it to:
Code
windows -Xms7168m -Xmx7168m -Xss1024k -classpath 

Battle Carriers: Hresvelgr (Red Guard & Legio Infernalis variant especially), the Scalartech Filament, and several new Legion variants come to mind. Also, Kadur Seraph, and the Midline Triumph. There's a lot waiting for you.

Mod Installation: Download the mod from its respective source, then unpack the file in [...]\Fractal Softworks\Starsector\mods\ - that's it.

22
Interesting. It taking that long - you mentioned five minutes! - still seems to indicate that there's something going on to slow it down, though. It's possible that the leak just isn't quite big enough to make it crash while saving but just big enough to make it slow, but, yeah, that'd be a fine line for it to walk. The really low campaign framerate seems to be almost be more indicative of some kind of cumulative problem with, say, the same script getting repeatedly added to the game or something that just over time adds up and massively slows it down.

Semi-related note: how big are your savefiles? The size of the campaign.xml, specifically.
My lategame saves are well above 70MB, with my current one being roughly 82MB and climbing. I haven't had the time to start a new game yet to hunt for "that" behavior again, but there's a weekend approaching.

As for the fine line: I deliberately tried to keep going to see if I could eventually reach a GC crash. Yet even when the game slowed down to a crawl, no crash occurred. Additionally, since these performance drops were not in a smooth curve but more like falling down a flight of stairs, I usually had one big fight, maybe two if I felt masochistic, then I saved and restarted the game, plus clearing out my RAM standby list. Repeat this process in 2h to 3h intervals, depending on what I was doing - exploration without fights usually went well enough. But it never crashed on me, no matter how bad I let it get.

As these problems became a steady and constant issue, I made a save I declared my "last", and set sail for crash country. And yet, I never found the shores. The worst I found was the aforementioned ~3FPS and the ~5 minute saving of a game (time measured by the highly academic method of clicking Save & Exit, then getting water, going for a smoke, and coming back to watch the tail end of the bar fill up. The margin of error is 2 minutes). Then I posted here, set up VisualVM as instructed, and was ready to bug hunt like a pro. I picked a war with every neighbor I head, smashed into three IBBs, two HVBs, made Sylphon RnD homeless (Sorry, Nia. ;_;) and finally rolled into a High Danger Bladebreaker system, killing off battlegroups three at a time with a 300 DP battlesize - and Bladebreakers don't retreat.

The battles slowed down and stuttered over fighter spam and particle hooray. But as soon as the battles were over and the loot looted, the game returned to an almost normal state. It was slightly impacted, but nothing that'd make me consider the Restart Dance. It kept on chugging. I have nothing in my hands but questions.

The only thing I did between my first post in this thread and my VisualVM setup was installing JDK 14.0.3 - same mods, same vmparams RAM settings, same save file.

23
General Discussion / Re: 10th Starsector AI Fleet Building Tournament
« on: August 04, 2020, 01:05:05 AM »
This has been one of my fave things to watch while working or doing other things, and was more exciting and teaching than any such event I could have expected. Major kudos to all involved.

24
Suggestions / Re: END GAME MODS
« on: August 04, 2020, 01:03:54 AM »
An interesting article about endgame [www.engagdet.com] that explores and explains why "endgame" is a blight and a flawed investment of any developer's time. The TL;DR is simple: If your game focuses on endgame, then the journey becomes irrelevant. If your best content is progression gated, you are not only giving a finite content, you are also killing the validity of the path to get there. A better investment is a consistent experience with a flatter power curve that constantly loops.

25
You can also use the ConsoleCommands to take a heap dump, if you do that and put the dump in a public place I can take a look at it too.  I'm having similar issues so another data point is interesting to me.

(also once you have a dump you can use EclipseMAT too, or Visual VM)

Once I can reproduce the behavior, I'll do both - an analysis like Alex described, and a dump for you to look at. I'll start a new playthrough and will keep an eye on it. That'll take some time (work, learning how to sprite, things), but I'll keep you posted here.

PS: Never had a GC issue, only degrading performance. Was always able to save, even in 3FPS scenarios.

26
... then it's not that, and I am back to square one of not knowing what the heckie. Thanks for pointing that out. I'll monitor performance, and if I have something, I now know what to look for via VisualVM - thanks Alex!

PS: You might wanna update that post with the links to VisualVM, the usage is analog enough that I could replicate all steps you mentioned in that program.

27
Update: To get jvisualvm, I went and grabbed the current JDK; Java 14.0.2 from Oracle.

That did not get me jvisualvm, as this has been removed in 2016, and @Alex post is from 2014. So I went an grabbed VisualVM (same guys, just, no longer associated with Oracle), clipped Starfarer to the VM, and went out to cause mayhem to find my leak in the wild. I fought endless battles, traveled across the universe, flipped markets and caused wars. Two hours later, I could still play fine, and never got to the point where I felt like, yupp, that's the ticket, time to heap dump. Some crazy battles had so many fighters that my rig started chugging, but as soon as the fight was over or enough carrier died, we were back to almost 100% performance. I did notice a very minor stuttering every ~3s that barely registered, like a loss of one or two frames every so often, but that was it.

Will monitor and see if I get this again tomorrow, so I can search for the leak.

Tentative first thought: Maybe JDK 14.0.2x64 fixed an issue JRE 1.8.0_131x86 was having? Will investigate further when it's not half an hour past midnight.

28
If you can share your mod list, I think that'd be helpful - this indeed sounds like some kind of leak or similar issue. Knowing which mods are involved could help narrow it down over time.
Every mod that works with the current game version and doesn't overlap. I am currently running about 90 mods.

Depending on how comfortable you are with that sort of stuff, there are some instructions here:
http://fractalsoftworks.com/forum/index.php?topic=7690.msg128363#msg128363
Basically, best-case scenario is this would zero in on a specific Java class in a specific mod.
Comfortable enough! Will do that extensively tomorrow and report back.

I noticed that it seemed to have something to do with the afterbattle looting as it seemed to get worse when I had more varieties of item in the cargohold, but don't quote me on that.
Quoted you on that on principle, and, that is a valid pointer. I will look out for that.

29
Modding / Re: A idea i have no idea how to execute.
« on: August 02, 2020, 08:34:34 AM »
I was thinking, about removing all factions from their homeworlds,so they can be reborn randomly, but all of this in the start  of the game, making  it really dificult to obtain momney and ships, a  challange, but the biggest challange is that i  ont  know nothing about coding, and i dont absorb information so well.
Nexelerin mod.
Random core worlds.
Starfarer mode.

Enjoy.

30
Heya,

I am playing Starsector with a buttload of mods, larger fleets, and 7GB RAM assigned to the game. My savegame file is currently ~80MB in size.
  • Loading into the game, performance is fine.
  • Loading my save, everything is fine.
  • I can fly around, slip in and out of systems, and everything is fine.
And yet...
  • With every colony I touch, performance drops by a tiny margin, and does not recover.
This manifests in colony docking dialog loading longer and longer. Interactions with the options in the menu itself go smooth and quickly, but if I take a tour across my currently seven colonies, I am experiencing a delay upwards of two seconds after docking.
  • With every battle I fight, performance drops significantly and does not recover.
  • Battlesize is directly proportional to performance loss.
  • Not sending in my flagship and fighting battles from the tactical screen helps with performance in fights.
  • The subsequent performance loss is irrespective of whether I watched the battle from flagship, via video feed, or not at all.
Masochistic as I am, I tried to push this as far as I can, and with three HVB fights in sequence, I reduced my FPS (travel mode) to less than three, and colony dialogs take about five seconds to pop up. Another three seconds needed to get from colony menu to colony management. At this point, the associated RAM is maxed out, my CPU is barely concerned and effectively idle. The only way to return to a functional game is saving (takes upwards of five minutes), quitting the game, restarting, loading back in. I can currently play one or two battles, or do two rounds of colony management before the loss of performance becomes annoying. One more battle/five more markets, and I have to restart. This is the end of most of my playthroughs, after a couple of days.

My conclusion is some sort of clean-up not happening and/or some sort of memory leaking that seemingly isn't caught.

Is there anything I can do? Is there anything responsible I could monitor?

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