View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016951 | Stars Beyond Reach | Crash/Exception | May 30, 2015 7:04 am | May 30, 2015 4:12 pm | |
Reporter | Shrugging Khan | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.854 | ||||
Fixed in Version | 0.870 (Yellowshirts and the Giant Revision) | ||||
Summary | 0016951: Extreme slowdown, save attempt, crash. | ||||
Description | I came under a subjugation attempt, lots of saucers announced themselves, I hovered over the incident string, and as the description was displayed the game slowed down dramatically. It did not recover, so I tried to save before it crashed. Which it did while saving, resulting in no saved game and an error message. Crash log is attached. | ||||
Tags | No tags attached. | ||||
related to | 0016958 | resolved | Chris_McElligottPark | Event logs from 5/29 crash |
related to | 0016959 | resolved | Chris_McElligottPark | Crash on saving |
related to | 0016957 | resolved | Chris_McElligottPark | Show Stopper |
related to | 0016950 | resolved | Chris_McElligottPark | Audio FX intermittently go silent when attacking units/buildings. |
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This is _probably_ a high-RAM-usage issue, as with the other save. That said, it could also be something to do with string-appendings gone wild. If the latter is the case, then that's going to be ultimately repeatable in the future with the same tooltip. I doubt that's the case, but you never know. Hopefully this next version's general RAM stuff solves it. Thanks! * Fixed a very substantial memory allocation issue where sprite batches could be up to 4000 large, but this was causing too many intermediate-sized batches and other complicated issues there. After some experimentation, reducing the maximum batch size to 250 sprites per batch leads to actually a slight performance gain in high-load cases (less CPU work), at the cost of only a few more draw calls (40-something added in Chris's test case were it had 80 prior to that, and was batching 24,000, so that's hardly anything). ** This was actually responsible for some really incredible amounts of RAM usage that would spike the game up to the point it would eventually crash. In particular during mapgen this was the issue, but also during extended play sessions your RAM would likely creep up over time and kill your machine. |
Date Modified | Username | Field | Change |
---|---|---|---|
May 30, 2015 7:04 am | Shrugging Khan | New Issue | |
May 30, 2015 7:04 am | Shrugging Khan | File Added: 2015-05-30_113344.zip | |
May 30, 2015 4:10 pm | Chris_McElligottPark | Note Added: 0041474 | |
May 30, 2015 4:10 pm | Chris_McElligottPark | Status | new => resolved |
May 30, 2015 4:10 pm | Chris_McElligottPark | Fixed in Version | => 0.870 (Yellowshirts and the Giant Revision) |
May 30, 2015 4:10 pm | Chris_McElligottPark | Resolution | open => fixed |
May 30, 2015 4:10 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 30, 2015 4:10 pm | Chris_McElligottPark | Relationship added | related to 0016958 |
May 30, 2015 4:10 pm | Chris_McElligottPark | Relationship added | related to 0016959 |
May 30, 2015 4:11 pm | Chris_McElligottPark | Relationship added | related to 0016957 |
May 30, 2015 4:12 pm | Chris_McElligottPark | Relationship added | related to 0016950 |