Posted May 18, 2016 (edited) New renderer performance seems pretty good for me, mostly better than the old one, especially when around a bunch of dynamic light sources. I'm getting 60fps (vsync'd) in most places, which is neat. ... Then if I go near trees, it goes completely to hell. Seriously, standing inside a single almost-mature young fir tree drops it from 60+ down to 45. Being in a fir forest brings it down to 10-15. Disabled transparency AA in NVidia Control Panel to see if that was the problem, but that didn't help. Also occurs at night, so I don't think it's shadow-related. System info: Spoiler Computer: MSI MS-7821 CPU: Intel Core i5-4670K (Haswell-DT, C0) 3400 MHz (34.00x100.0) @ 4204 MHz (42.00x100.1) Motherboard: MSI Z87-G45 GAMING (MS-7821) Chipset: Intel Z87 (Lynx Point) Memory: 16384 MBytes @ 800 MHz, 9-9-9-24 - 4096 MB PC12800 DDR3 SDRAM - G Skill F3-12800CL9-4GBXL - 4096 MB PC12800 DDR3 SDRAM - G Skill F3-12800CL9-4GBXL - 4096 MB PC12800 DDR3 SDRAM - G Skill F3-12800CL9-4GBXL - 4096 MB PC12800 DDR3 SDRAM - G Skill F3-12800CL9-4GBXL Graphics: EVGA e-GeForce GTX 760 NVIDIA GeForce GTX 760, 4096 MB GDDR5 SDRAM Drive: WDC WD1003FZEX-00MK2A0, 976.8 GB, Serial ATA 6Gb/s @ 6Gb/s Drive: Samsung SSD 840 EVO 250GB, 244.2 GB, Serial ATA 6Gb/s @ 6Gb/s Drive: HL-DT-ST BDDVDRW UH12NS30, BD-ROM Sound: Intel Lynx Point PCH - High Definition Audio Controller [C2] Sound: NVIDIA GK104 - High Definition Audio Controller Network: Killer e2200 PCI-E Gigabit Ethernet Controller OS: Microsoft Windows 7 Professional (x64) Build 7601 I'm 370% willing to help test what might be causing this, if anybody has any ideas or wants me to test anything. Edited May 18, 2016 by Ostentatio Share this post Link to post Share on other sites
Posted July 21, 2016 (edited) Still occurring for me as of 4.00-51fab35 Unstable. It may be worth noting that I disabled Transparency Anti Aliasing in my NVidia Control Panel settings, since it was destroying my FPS in stable as well, due to forcing Wurm to anti-alias the edges of every single leaf, blade of grass, etc. However, even with this disabled, my FPS in Unstable goes from 60fps (vsync) to something like 25-30. My apple orchard seems to be especially destructive to my FPS. Edited July 21, 2016 by Ostentatio Share this post Link to post Share on other sites
Posted July 21, 2016 Thanks for your details, Ostentatio. I've added your statement to the bug as they are still troubleshooting. Share this post Link to post Share on other sites
Posted January 26, 2017 Any update on this? It's been a while. Share this post Link to post Share on other sites
Posted January 26, 2017 29 minutes ago, Ostentatio said: Any update on this? It's been a while. Have you tried recently with the new unstable test client? I've not had the time to test with the new client with all the other changes. Let me know if you still see the same issue - there should be plenty of trees on test. If not, let me know and I can assist you if I'm around. Share this post Link to post Share on other sites
Posted January 26, 2017 (edited) Thanks, will try later and edit this post with the results. EDIT: Ran through some forests on the available test servers. The problem is happening a lot less consistently, which is better, but also weirder. I say "weirder" because I can't seem to differentiate the situations where it does or doesn't happen. I ran through a chestnut forest for several minutes on Cooking with no trouble (60fps), but in certain spots it would go to 45fps for seemingly no reason, even though none of the surroundings really seemed different in any meaningful way. On the PVP test server, I ran through a large mixed forest with no problems, then hit a patch of fir trees and my frame rate went down to around 35-45fps... but then I moved to another section of the fir patch and it was up into the 50s. It seems to happen more often around fir trees, maybe because they have branches low to the ground so it puts more of that stuff in my field of vision at once? I have no idea why there's such an inconsistency in when it occurs, but it is definitely happening far less often; I just can't isolate any variable that might be causing it in some cases but not others. Console log contents: Spoiler Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm-u\console.Circe.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false collada_animations = 3 color_black = 0.0,0.0,0.0 color_cyan = 0.0,1.0,1.0 color_error = 1.0,0.3,0.3 color_fuchsia = 1.0,0.0,1.0 color_green = 0.08,1.0,0.08 color_grey = 0.5,0.5,0.5 color_lime = 0.0,1.0,0.0 color_maroon = 0.5,0.0,0.0 color_navy_blue = 0.23,0.39,1.0 color_orange = 1.0,0.5,0.0 color_purple = 0.5,0.0,0.5 color_red = 1.0,0.0,0.0 color_royal_blue = 0.23,0.39,1.0 color_silver = 0.75,0.75,0.75 color_system = 0.5,1.0,0.5 color_teal = 0.0,0.5,0.5 color_white = 1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0 compressed_textures = false compressed_textures_S3TC = true contribution_culling = 175 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:false:0:1920:1080:32:60:true:false enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true enable_vsync = false event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 90 fps_limit = 120 fps_limit_background = 30 fps_limit_enabled = false free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 5 game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false hide_onscreen_fail_messages = true hide_onscreen_hostile_messages = false hide_onscreen_info_messages = true hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = true irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 limit_dynamic_lights = false loadInventoryStartup = true local_list_in_event = true lod = 2 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_dynamic_lights = 1 max_shader_lights = 8 max_texture_size = 2 mega_texture_size = 5 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 2 other_log_rotation = 2 outline_picking = true player_texture_size = 3 reflection_texture_size = 2 reflections = 3 release_context = false release_context_on_jogl_sleep = false remember_password = false render_distant_terrain = true render_glow = false render_sun_glare = true resident_models = false save_skills_on_quit = true screenshot_file_format = 0 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 3 shadow_level = 4 shadow_mapsize = 2 shift_drag_default = 5 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 5 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 2 sound_al_gain = 24 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = true sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 3 sound_play_PMAlert = false sound_play_ambients = true sound_play_buzz = false sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = false sound_play_weather = true sound_play_work = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 3 togglePushToTalk = true treelist_outline = true trees = 3 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 1 use_antialiasing = 2 use_fast_clock_work_around = true use_nano_timer = false use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm-u\configs\default\keybindings.txt Translating legacy key ENTER to RETURN Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 Starting global job manager with 4 worker threads java.lang.NullPointerException at sun.awt.SunToolkit.getSystemEventQueueImplPP(Unknown Source) at sun.awt.SunToolkit.getSystemEventQueueImplPP(Unknown Source) at sun.awt.SunToolkit.getSystemEventQueueImpl(Unknown Source) at java.awt.Toolkit.getEventQueue(Unknown Source) at java.awt.EventQueue.invokeLater(Unknown Source) at sun.awt.windows.WToolkit.displayChanged(Unknown Source) at sun.awt.windows.WToolkit.eventLoop(Native Method) at sun.awt.windows.WToolkit.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Using LWJGL display 1920:1080:32:60 (true) Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.15.1 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency Generating: 128 source channels. === OpenGL information === LWJGL version: 2.9.1 Adapter info: nvd3dumx,nvwgf2umx,nvwgf2umx (10.18.13.5891) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 760/PCIe/SSE2 OpenGL version: 4.5.0 NVIDIA 358.91 OpenGL extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control OpenGL pixel format: 8:8:8:0 OpenGL depth format: 24:0 GLSL version: 4.50 NVIDIA GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 124 (124) GLSL max lights: 8 (8) GLSL defines (4.5): #define USE_CLIP_DISTANCE 1 Vertex/index buffer memory limit: 2048MiB Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Experimental direct buffer cleaner init successful Preloading builtin materials Preloading builtin materials done Launching Collada Model Loader threads Launching WOM Loader threads Startup Phase - Setting up.. Loading window positions from C:\Users\USERNAME\wurm-u\players\Circe\windows_1920x1080.txt Loading props file C:\Users\USERNAME\wurm-u\players\Circe\windows_1920x1080.txt Gui initialized Startup Phase - Preparing terrain... Startup Phase - Connecting .. Disabling Nagles Writing to C:\Users\USERNAME\wurm-u\players\Circe\test_logs\_Event.2017-01.txt Disabling Nagles Writing to C:\Users\USERNAME\wurm-u\players\Circe\test_logs\GL-Freedom.2017-01.txt Writing to C:\Users\USERNAME\wurm-u\players\Circe\test_logs\Freedom.2017-01.txt Writing to C:\Users\USERNAME\wurm-u\players\Circe\test_logs\Trade.2017-01.txt Login successful Executing C:\Users\USERNAME\wurm-u\configs\default\autorun.txt Starting update of login splash image... Initializing font texture for SansSerif (12). Texture Size: 128 Initializing font texture for SansSerif (11, bold). Texture Size: 128 Finished loading new login splash image! No mapping found for hair0 Water reflection offscreen size 1024x1024 Writing to C:\Users\USERNAME\wurm-u\players\Circe\test_logs\_Combat.2017-01.txt Writing to C:\Users\USERNAME\wurm-u\players\Circe\test_logs\_Skills.2017-01.txt Time is Fri Jan 27 09:51:50 EST 2017 Performing final cleanup after playing 1m Saving props file C:\Users\USERNAME\wurm-u\players\Circe\playerdata_test.txt Saving props file C:\Users\USERNAME\wurm-u\configs\default\gamesettings.txt Saving props file C:\Users\USERNAME\wurm-u\players\Circe\stats.txt Dumped skills to C:\Users\USERNAME\wurm-u\players\Circe\test_dumps\skills.20170127.0951.txt Saving window positions to C:\Users\USERNAME\wurm-u\players\Circe\windows_1920x1080.txt Saving props file C:\Users\USERNAME\wurm-u\players\Circe\windows_1920x1080.txt Destroying game window java.lang.NullPointerException at sun.awt.SunToolkit.getSystemEventQueueImplPP(Unknown Source) at sun.awt.SunToolkit.getSystemEventQueueImplPP(Unknown Source) at sun.awt.SunToolkit.getSystemEventQueueImpl(Unknown Source) at java.awt.Toolkit.getEventQueue(Unknown Source) at java.awt.EventQueue.invokeLater(Unknown Source) at sun.awt.windows.WToolkit.displayChanged(Unknown Source) at sun.awt.windows.WToolkit.eventLoop(Native Method) at sun.awt.windows.WToolkit.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Shutting down OpenAL subsystem. Collada Model Loader exited. WOM Loader exited. WOM Loader exited. Job executor 0 terminating Job executor 1 terminating Job executor 2 terminating Job executor 3 terminating Running garbage collector... Fast Clock Workaround Thread exited. Running finalization... Goodbye. Exit. WARNING: OpenAL was already stopped. Edited January 28, 2017 by Ostentatio 1 Share this post Link to post Share on other sites
Posted January 28, 2017 (edited) Editing contents of last post to include console logs from my test session. This may have been from a very brief session after my more extensive one, so I'll try to test again later to see if a more thorough log helps. Edited January 28, 2017 by Ostentatio Share this post Link to post Share on other sites
Posted January 28, 2017 13 hours ago, Ostentatio said: Editing contents of last post to include console logs from my test session. This may have been from a very brief session after my more extensive one, so I'll try to test again later to see if a more thorough log helps. Thank you for your details. Were your 'times of the day' similar for each test? Could the sun glaring down on the ground or the trees have made a difference? I 'feel' there is some lag in some places, but also can't reproduce it consistently to show the devs where or explain why. I appreciate your efforts. Share this post Link to post Share on other sites
Posted February 1, 2017 On 1/28/2017 at 9:50 AM, Alectrys said: Thank you for your details. Were your 'times of the day' similar for each test? Could the sun glaring down on the ground or the trees have made a difference? I 'feel' there is some lag in some places, but also can't reproduce it consistently to show the devs where or explain why. I appreciate your efforts. The laggy bits didn't happen at specific times of day; all of this testing was done during in-game nighttime. Share this post Link to post Share on other sites
Posted August 3, 2017 Still getting in unstable. console log: https://pastebin.com/NyVesrS3 Moving within half a dozen tiles of a thick forest is the difference between looking at the boughs with 60 FPS and tanking to 20-25 FPS. I'm getting this in an area that's almost entirely undeveloped, with almost no light sources or constructions in local. Share this post Link to post Share on other sites
Posted August 3, 2017 2 hours ago, Noizhead said: Still getting in unstable. console log: https://pastebin.com/NyVesrS3 Try updating your graphics driver, it's fairly old. Unlikely that it's the cause but might help some Share this post Link to post Share on other sites