Sign in to follow this  
Ostentatio

(Test Server) Crazy FPS lag in new renderer near trees

Recommended Posts

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 by Ostentatio

Share this post


Link to post
Share on other sites

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 by Ostentatio

Share this post


Link to post
Share on other sites

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
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

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 by Ostentatio
  • Like 1

Share this post


Link to post
Share on other sites

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 by Ostentatio

Share this post


Link to post
Share on other sites
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
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

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
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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this