[FIXED B520] Game stuttering

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adek670
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[FIXED B520] Game stuttering

Post by adek670 »

Guys / Devs,

Not sure if this has been mentioned before.

In the various scenarios I get frequent stuttering - especially as things start to get busier.

It goes something like this. CMANO plays (pulse anything from 1-40 depending on size of scenario), CMANO stops (pulse spikes at anything from 1000 to 2000 again dependant on size)
CMANO restarts (generally get a lot more info on screen - text, range rings etc)pulse returns to normal.

This happens at least 2-3 times every minute.

It doesn't really make a difference if on no-pulse (fast) or pulse.

Im running build 507 and this has been an issue since the start really.

My PC specs are as follows: Win 7 64bit Q6600 running at 3ghz. 8 gig ram. 2x gtx 260 (running in sli - changed to single and made no difference)
CMANO is installed on a vertex ssd
Latest drivers etc.

Tried turning off virus scan and the usual stuff.

This frustrates no end - really want to get into this game but its so clunky on my system.

File added

Ade
Attachments
NorPac Sho..- matrix.zip
(111.27 KiB) Downloaded 2 times
mikmykWS
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RE: Game stuttering

Post by mikmykWS »

When you run across a freeze or slow down see if you can grab a autosave for us and post it. We use these file to diagnose whats wrong with it and generally can address it.

Please make sure you're running the newest executable if possible.

Thanks!

Mike
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adek670
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RE: Game stuttering

Post by adek670 »

file added - saved straight after the sim restarted after a pause which saw the pulse jump to 2000

Ade
mikmykWS
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RE: Game stuttering

Post by mikmykWS »

What version you running 507?
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adek670
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RE: Game stuttering

Post by adek670 »

Mike,

it says B507
and in CMANO help it says commercial version

Ade
Casinn
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RE: Game stuttering

Post by Casinn »

Might try turning off High Fidelity mode in options also. Some scenarios bog down on me (in 1:1 time) with that on.

Canary's Cage comes to mind, smooth as can be until I click on either of the surface task forces with that on, then slow to crawl.
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adek670
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RE: Game stuttering

Post by adek670 »

Changing fidelity doesn't seem to help with this issue

I have two images that ,might better illustrate my issue here

See below:

Image

Image

Image
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running fine.jpg
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adek670
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RE: Game stuttering

Post by adek670 »

second picture



Image
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slowpulse.jpg
slowpulse.jpg (490.05 KiB) Viewed 168 times
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adek670
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RE: Game stuttering

Post by adek670 »

save file

for info this is with the latest build 517
Attachments
NorPacSho..lowpulse.zip
(128.4 KiB) Not downloaded yet
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adek670
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RE: Game stuttering

Post by adek670 »

Hey Mike,

Were you able to take a look at what causes these glitches in the game?

My kingdom for a smooth running CMANO!!!

Ade
Dimitris
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RE: Game stuttering

Post by Dimitris »

Hi Ade.

Please allow more time for investigation. The dev team is just off the sprint to release B517 which was a major update, and we need time to catch our breath and prioritize issues (burnout is bad for the devs, bad for the game and ultimately bad for you). Thank you.
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adek670
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RE: Game stuttering

Post by adek670 »

Sunburn,

Thanks for that - I presume 'sprint' is the reference to the SCRUM project management style rather than a physically exhausting act to catch the bus!

Ok, so guys (not devs), does anyone experience similar issues with these frequent freezes as mentioned above. If so, have you managed any workarounds?

Ade
Casinn
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RE: Game stuttering

Post by Casinn »

The only two things that have caused "unexpected" lag for me - lag in smallish scenarios when I feel there shouldn't be - are:
-High Fidelity (and that is only by clicking large surface groups and only in the last dozen builds or so)
-having a ton of sonobouys out. (turning them invisible solves that)
Dimitris
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RE: Game stuttering

Post by Dimitris »

Okay, we were able to reproduce this and narrow down the likely culprit (not an easy thing, BTW; it would have been a lot easier if the game was consistently running slow. Debugging _bursts_ of slowdown is a PITA). It looks like some of the data queries related to ESM classification are taking a long time to execute. (This is why the slowdown occurs on new passive detections).

We'll see what we can do.
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adek670
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RE: Game stuttering

Post by adek670 »

Sunburn,

Thanks for taking a look at this.

The slow down is noticeable as the radar emitter text is displayed alongside the contact - presumably as every unit detects the contact the routine generates new contact data and then shows the data on screen.

Regards,

Ade
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VFA41_Lion
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RE: Game stuttering

Post by VFA41_Lion »

I have noticed that during busy times, like missile engagements, if you're running no-pulse mode at 5x and pause the game, then unpause it, the pulse times spikes to 5-10 seconds and then sometimes just plains freezes and requires a restart. Using the autosave, I was able to reproduce at the very least, the big pulse times using the method stated.
Attachments
Autosave N.. impacts.zip
(425.98 KiB) Not downloaded yet
Dimitris
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RE: Game stuttering

Post by Dimitris »

Fixed in Build 520.
AlmightyTallest
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RE: Game stuttering

Post by AlmightyTallest »

Sweet!!
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adek670
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RE: Game stuttering

Post by adek670 »

Awesome Sunburn.

Happy to beta test if needed!!!

Ade
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adek670
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RE: Game stuttering

Post by adek670 »

Sunburn,

The B521 update has made a big difference to the stuttering that I was experiencing.

An interesting resultant effect is that in North Pacific Shoot out, the units appear to have been identified much quicker than in previous releases.

See screen shot from this release - the contacts have classified as type and determined as neutral

Big difference

Ade

Image
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cmbnoscreen.jpg
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