Forums » Bugs
Unrat "freezing problem"
Upon entering a unrat sector my screen freezes up for several seconds before I can properly move. I'm not sure if the affects pc but it does to mobile. Not sure it it's suoppose to happen but looking at the debris makes it near impossible to use the joysticks or anything at all
Iron Lord, you should maybe tell us about your device and network specs.
I'll add on that the sector initial render does take a second or two on my PC, but I don't have input issues afterwards.
Desktop Computer
OS: Win10
Processor: I7-3770
GCard: MSi GTX 750 Ti (I believe some people compare this to an upper GT 1030, for reference)
16gb ram
Connected over wifi
This continues even when plugins, skins, and reshade are removed.
Android Device: ASUS Zenpad 8 [P01M Z580C] (I think its a C...)
Intel Atom Z3530 1.33Ghz
2Gb ram total
Android 5.0
Connected over Wifi
When this occurs, its like jumping into an empty sector, then the debris very rapidly populate.
I've included videos of both devices entering the Latos F12 test sector; it seems for my Android device, the I/O gets clogged during load, and the AI proves more render-problematic than the hulks and scraps, though they certainly dont help. On the desktop, a greater amount of the GPU usage seems to be from the hulks; dynamic lighting is dialed up, and I suspect that is the main culprit.
I'll add on that the sector initial render does take a second or two on my PC, but I don't have input issues afterwards.
Desktop Computer
OS: Win10
Processor: I7-3770
GCard: MSi GTX 750 Ti (I believe some people compare this to an upper GT 1030, for reference)
16gb ram
Connected over wifi
This continues even when plugins, skins, and reshade are removed.
Android Device: ASUS Zenpad 8 [P01M Z580C] (I think its a C...)
Intel Atom Z3530 1.33Ghz
2Gb ram total
Android 5.0
Connected over Wifi
When this occurs, its like jumping into an empty sector, then the debris very rapidly populate.
I've included videos of both devices entering the Latos F12 test sector; it seems for my Android device, the I/O gets clogged during load, and the AI proves more render-problematic than the hulks and scraps, though they certainly dont help. On the desktop, a greater amount of the GPU usage seems to be from the hulks; dynamic lighting is dialed up, and I suspect that is the main culprit.
Yeah, it'll be helpful to know more details about the system and network details at the time when this is happening.
There are some known architectural issues that we want to investigate, with the unrat sector debris, but reports make it a lot easier to determine which issue is impacting people (and in which situations).
There are some known architectural issues that we want to investigate, with the unrat sector debris, but reports make it a lot easier to determine which issue is impacting people (and in which situations).
Now you see not just me a few more people are lagging because of that debris thingy.
That's the point, Pandoram: reporting with specifics will allow the devs to track down and resolve the issue.
Game lags in the sector on my iPad mini 2, fps stays capped at 60 at max graphical settings everywhere else but drops to 2-3 in the debris sector.
Specs :
iOS 12.1
Apple A7 chipset
1.3GHz Cyclone CPU
PowerVR G6430 GPU
1GB RAM
Run over wifi
My android runs it at 40ish fps everywhere else, 1-3 fps in the debris sector.
Specs :
Qualcomm Snapdragon 615
Adreno 405 GPU
2 GB RAM
Also run over wifi
I also run my PCs on the same network and have not experienced lag while in those sectors, so it's probably not a bandwidth issue?
Specs :
iOS 12.1
Apple A7 chipset
1.3GHz Cyclone CPU
PowerVR G6430 GPU
1GB RAM
Run over wifi
My android runs it at 40ish fps everywhere else, 1-3 fps in the debris sector.
Specs :
Qualcomm Snapdragon 615
Adreno 405 GPU
2 GB RAM
Also run over wifi
I also run my PCs on the same network and have not experienced lag while in those sectors, so it's probably not a bandwidth issue?
Okay incarnate. Next time I'll give a fully detailed report.(Not sarcasm)
For what it's worth I'm not having any issues.
AND FX-8370 Eight-Core Processor
16gb RAM
Win 7 enterprise
GeForce GTX 970 Driver version 358.91
Dunno if it helps to have data from someone not having an issue, but it can't hurt
AND FX-8370 Eight-Core Processor
16gb RAM
Win 7 enterprise
GeForce GTX 970 Driver version 358.91
Dunno if it helps to have data from someone not having an issue, but it can't hurt
Updated previous post with tablet specs and two videos. let me know what else I could capture, if anything.
This maybe not as strange as it sounds and I understand that there are differences between the two versions but here are results from my Samsung A8 (2018 edition international):
Specs:
Samsung Exynos 7885 Octa-Core Processor (2.2GHz Dual + 1.6GHz Hexa)
RAM: 4GB
OS Version: 8.0
Network: Both Wifi and 4G seem to exhibit the same behaviour.
On the mobile version:
When entering the unrat sector, the first few moments are frozen - during this short time I cannot move and have even had the game force close, and then the sector seems to come to life and everything seems normal. I have the settings on whatever the default for this device is, and no plugins installed. (FOV is set to 70)
On the VR version:
Same device of course, just in a GearVR - when entering the sector, the sector seems empty for a moment and then populates over the next few moments - while this is happening I seem to be able to look about but everything is very juddery and causes a bit of sick to pop up in my mouth. lol - I have no control for a few moments and once everything settles down it seems ok. The frame rate is lower, but still what I call playable, and have no problem flying around unless I get close to a hulk. THEN HULK SMASH FRAMERATE! I have tried with and without plugins, tried turning all settings to low or off (including background) but this still happens. While close to a hulk my framerate is tanked.
Specs:
Samsung Exynos 7885 Octa-Core Processor (2.2GHz Dual + 1.6GHz Hexa)
RAM: 4GB
OS Version: 8.0
Network: Both Wifi and 4G seem to exhibit the same behaviour.
On the mobile version:
When entering the unrat sector, the first few moments are frozen - during this short time I cannot move and have even had the game force close, and then the sector seems to come to life and everything seems normal. I have the settings on whatever the default for this device is, and no plugins installed. (FOV is set to 70)
On the VR version:
Same device of course, just in a GearVR - when entering the sector, the sector seems empty for a moment and then populates over the next few moments - while this is happening I seem to be able to look about but everything is very juddery and causes a bit of sick to pop up in my mouth. lol - I have no control for a few moments and once everything settles down it seems ok. The frame rate is lower, but still what I call playable, and have no problem flying around unless I get close to a hulk. THEN HULK SMASH FRAMERATE! I have tried with and without plugins, tried turning all settings to low or off (including background) but this still happens. While close to a hulk my framerate is tanked.
Yes, I too have very low frame rates around the hulk and am immobilised for a few seconds.
So, how many of you, who are experiencing low framerates, are continuing to have issues after say, several minutes of flying around in the sector? (at least 2 minutes).
The reason why I'm asking: There's a known issue with the sector continuing to "load stuff" in the background, after you've jumped in, which is basically unique to these sectors with dynamic objects. It's an architectural side-effect of the "hack" we implemented to make dynamically-movable debris work, and it will be addressed before long.
But, that "loading process" may be what's actually slowing you down, as opposed to the debris itself?
The reason why I'm asking: There's a known issue with the sector continuing to "load stuff" in the background, after you've jumped in, which is basically unique to these sectors with dynamic objects. It's an architectural side-effect of the "hack" we implemented to make dynamically-movable debris work, and it will be addressed before long.
But, that "loading process" may be what's actually slowing you down, as opposed to the debris itself?
Once things are loaded, i havent issue with that aspect of it; on PC, its limited to the dynamic lighting on hulks; on mobile, merely the high poly count. Afaik.
When playing on the none VR version, things do seems to settle down and everything works fine after a minute or two. I can even push things around and shoot and things seem just like any other sector. On the VR version, as said above, although my frame rate remains lower than normal (really noticeable on VR, and cannot find a way to display /fps like on mobile to give you a figure - the command does nothing) the sector is playable.
If I go near a hulk and try to shoot it or push it in VR my framerate tanks to the point that even looking about is no longer smooth. It does not matter how long I stay for, I can of course try to not go so close to the debris, but when fighting you inevitably get dragged into places. I would say the GPU in the device is the bottleneck here, as even though the settings are not quite as pretty on GearVR mode, it is drawing the scene twice. In mobile only mode things are a lot better, and although not the best phone on the market it is quite decent compared to some.
If I go near a hulk and try to shoot it or push it in VR my framerate tanks to the point that even looking about is no longer smooth. It does not matter how long I stay for, I can of course try to not go so close to the debris, but when fighting you inevitably get dragged into places. I would say the GPU in the device is the bottleneck here, as even though the settings are not quite as pretty on GearVR mode, it is drawing the scene twice. In mobile only mode things are a lot better, and although not the best phone on the market it is quite decent compared to some.
Aye, I continue to have frame rate issues after several minutes. Usually when I turn in the general direction of the debris. If I fly to it I either crash or the game freezes up
Which mobile version is this an issue on? The free one or the HD one?
And what sector specifically (system/sector)?
And what sector specifically (system/sector)?
Free one I think? It happens in the unrat dent location with all the debris. But it does indeed get a little easier after a minute or two
(EDIT)
Will make a more Thorough report when I encounter them again
(EDIT)
Will make a more Thorough report when I encounter them again
We suggest people try using the recently-released ES3 renderer on the Android version, if you're using the non-HD version of the game (the "HD" version already had ES3 support). The "free" Android version didn't have the ES3 renderer originally, because of broader device compatibility, and driver instabilities in early ES3 devices.
It should be noted that this is an enhancement, and not a "fix for a bug". Various people have reported performance "Bugs" in the past, on Android, that as far as we can tell have been completely erroneous and fictional.
But, we have been working on trying to make things better, in "new" ways. We always knew the debris sectors would be an intense test.. that's actually why we put them in the game, and in a situation where people would encounter them more often. This has been helpful to development.
This ES3 update will hopefully be one step towards improving performance in that situation, and placing the Android version on better ground for next-gen game changes. The ES3 renderer was supposed to be released at the beginning of March, but was delayed by various bug fixes and release challenges. At any rate, it's out now.
It should be noted that this is an enhancement, and not a "fix for a bug". Various people have reported performance "Bugs" in the past, on Android, that as far as we can tell have been completely erroneous and fictional.
But, we have been working on trying to make things better, in "new" ways. We always knew the debris sectors would be an intense test.. that's actually why we put them in the game, and in a situation where people would encounter them more often. This has been helpful to development.
This ES3 update will hopefully be one step towards improving performance in that situation, and placing the Android version on better ground for next-gen game changes. The ES3 renderer was supposed to be released at the beginning of March, but was delayed by various bug fixes and release challenges. At any rate, it's out now.