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Sophiesticated

Wurm Online client perma-freezing after some time

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After a playtime of roughly 1-2 hours my framerates sometimes start to suffer, but sometimes out of the blue the client just stops responding and never unfreezes again.

Tried and tested on Sparky Linux (Debian variant) and Windows 7, the circumstances are exactly the same on both systems.

 

PC Specifications:

CPU: Intel Core2Duo 2x3.4 GHz

RAM: 3.5 GB, clock speed 800 MHz

VRAM: Nvidia GeForce 210, 1 GB (official NVIDIA driver 340.102 installed on both systems)

Sound engne: OpenAL

Operating systems: Windows 7 64-bit / Sparky Linux (Debian) 64-bit

Java version: 1.8.0_151 (Oracle Corporation)

Jvm version: 25.151-b12 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]

 

Relevant last lines from Console log:

Exception in thread "Sound Loader 4" java.lang.OutOfMemoryError: Java heap space
    at java.util.Arrays.copyOf(Arrays.java:3236)
    at java.io.ByteArrayOutputStream.grow(ByteArrayOutputStream.java:118)
    at java.io.ByteArrayOutputStream.ensureCapacity(ByteArrayOutputStream.java:93)
    at java.io.ByteArrayOutputStream.write(ByteArrayOutputStream.java:135)
    at class.EdJ5ODruFM.FZOk5L6Gfy(SourceFile:38)
    at class.cq7GpZ6EKb.FZOk5L6Gfy(SourceFile:105)
    at class.VRQRX8CS5.<init>(SourceFile:38)
    at class.bzwqL8fs5O.FZOk5L6Gfy(SourceFile:247)
    at class.bzwqL8fs5O.FZOk5L6Gfy(SourceFile:35)
    at class.zSMU8ovFy.run(SourceFile:343)
    at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)
    at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)
    at java.lang.Thread.run(Thread.java:748)
Exception in thread "WOM Model Loader 1" java.lang.OutOfMemoryError: Java heap space
    at java.util.Arrays.copyOf(Arrays.java:3181)
    at class.w5AQ0sSnPa.FZOk5L6Gfy(SourceFile:149)
    at class.cKehrKlDbn.FZOk5L6Gfy(SourceFile:95)
    at class.Z1D1PsSfGi.FZOk5L6Gfy(SourceFile:1739)
    at class.PxYWB4LYv.FZOk5L6Gfy(SourceFile:1121)
    at class.HiXW7s90.run(SourceFile:1165)
    at java.lang.Thread.run(Thread.java:748)
Exception in thread "Timer-1" java.lang.OutOfMemoryError: Java heap space
Exception in thread "JavaFX Application Thread" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Sound Loader 2" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Sound Unloader" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Sound Loader 1" java.lang.OutOfMemoryError: Java heap space

 

If relevant and needed I can post the full log.

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Low memory client ran for 2.5 hours before screeching to a FPS rate of moving 2 tiles per minute locked on auto-move (X), and eventually giving up completely.

 

Last roughly 50 rows of console log from lowmem client:

 

Invalid position data stored for chat
Invalid position data stored for stats
Invalid position data stored for inventory
Invalid position data stored for event
Saving window positions to /home/USERNAME/wurm/players/Zsofi/windows_1x965.txt
Saving props file /home/USERNAME/wurm/players/Zsofi/windows_1x965.txt
Loading window positions from /home/USERNAME/wurm/players/Zsofi/windows_1280x972.txt
Loading props file /home/USERNAME/wurm/players/Zsofi/windows_1280x972.txt
Exception in thread "Sound Loader 5" java.lang.OutOfMemoryError: Java heap space
    at java.util.Arrays.copyOf(Arrays.java:3236)
    at java.io.ByteArrayOutputStream.grow(ByteArrayOutputStream.java:118)
    at java.io.ByteArrayOutputStream.ensureCapacity(ByteArrayOutputStream.java:93)
    at java.io.ByteArrayOutputStream.write(ByteArrayOutputStream.java:135)
    at class.EdJ5ODruFM.FZOk5L6Gfy(SourceFile:38)
    at class.cq7GpZ6EKb.FZOk5L6Gfy(SourceFile:105)
    at class.VRQRX8CS5.<init>(SourceFile:38)
    at class.bzwqL8fs5O.FZOk5L6Gfy(SourceFile:247)
    at class.bzwqL8fs5O.FZOk5L6Gfy(SourceFile:35)
    at class.zSMU8ovFy.run(SourceFile:343)
    at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)
    at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)
    at java.lang.Thread.run(Thread.java:748)
No mapping found for hair0
okt. 24, 2017 5:31:05 DE class.kOs3Bl0nK4 mMV5oPkCW
SEVERE: Input does not appear to be an Ogg bitstream.
No mapping found for hair0
Saved screenshot to /home/USERNAME/wurm/players/Zsofi/screenshots/wurm.20171024.0541.jpg.
Exception in thread "Sound Loader 6" java.lang.OutOfMemoryError: Java heap space
okt. 24, 2017 5:44:17 DE class.kOs3Bl0nK4 mMV5oPkCW
SEVERE: Input does not appear to be an Ogg bitstream.
okt. 24, 2017 5:52:07 DE class.kOs3Bl0nK4 mMV5oPkCW
SEVERE: Input does not appear to be an Ogg bitstream.
Writing to /home/USERNAME/wurm/players/Zsofi/logs/_Help.2017-10.txt
Exception in thread "JavaFX Application Thread" Exception in thread "WOM Model Loader 1" java.lang.OutOfMemoryError: Java heap space
java.lang.OutOfMemoryError: Java heap space
Exception in thread "Sound Loader 2" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Sound Loader 8" java.lang.OutOfMemoryError: Java heap space: failed reallocation of scalar replaced objects
Execution aborted at connection 1, iteration 123205
Exception in thread "Sound Loader 10" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Timer-1" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Sound Loader 9" java.lang.OutOfMemoryError: Java heap space
Exception in thread "JavaFX Application Thread" java.lang.OutOfMemoryError: Java heap space
Exception in thread "JavaFX Application Thread" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Sound Loader 12" java.lang.OutOfMemoryError: Java heap space
Exception in thread "JavaFX Application Thread" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Sound Loader 13" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Sound Loader 14" java.lang.OutOfMemoryError: Java heap space: failed reallocation of scalar replaced objects
Exception in thread "Sound Loader 11" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Sound Loader 16" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Sound Loader 15" java.lang.OutOfMemoryError: Java heap space

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Could yuou please provide the entire logs? This will help us check out any settings as well 

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Absolutely.

 

Console log playing normal client (as downloaded directly from wurmonline.com):

https://pastebin.com/mpcGgVeu

 

Console log playing lowmem client (as downloaded via the provided link):

https://pastebin.com/0Mux1nBb

 

I've tried setting up mostly everything on a medium line, also following the considerations outlined in the pinned topic, if I may have overlooked something that could be of improvement, please let me know.

Edit: I'm now experimenting with two settings changed: sound cache enabled unticked (false), and sound engine: software, using lowmem client. My max framerate decreased but for a short hour or so the game seemed stable. I'll see if it improves longterm playability next time I log in.

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Let us know how it goes, I would be very interested in it shows software mode audio + disabled sound cache reduces crashing (I am pretty sure I recall in the past, software mode in audio actually being the more stable option in Wurm, not true in all games though)

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51 minutes ago, Brash_Endeavors said:

Let us know how it goes, I would be very interested in it shows software mode audio + disabled sound cache reduces crashing (I am pretty sure I recall in the past, software mode in audio actually being the more stable option in Wurm, not true in all games though)

Personally, I've always disabled all of Wurm's audio options and still have the same problems that OP has. Similar specs, too.

I have just assumed that the problem is mine, because I am on an ancient computer. Once visable armor came into the game, 4gb of ram wasn't really cutting it anymore for Wurm... at least, from my perspective/experience. To add to that, all of the sweet decorative stuff we've gotten over the years seems to eat up ram as the items load into the client.

"Normal" gameplay for me consists of Wurm eating a little over a gig of my memory. I get about 14fps, average. This is in my village locale, with very little (if any) other players. I get the same lock ups OP describes within an hour or two. If I am lucky, I can go as long as 6 hours.

Travelling anywhere outside of my locale can greatly shorten the time I have before I have to use a fresh client. As I travel, the ram that my java client is requiring skyrockets - usually topping out at about 2gb, and that is when my computer/client gives up. I usually have to kill the process in task manager, as the client completely goes non responsive and I can't stop or close it any other way.

"Public" events in Wurm should be a no-go thing for me, but I am a true masochist... so I often show up to them. This weekend, I attended the impalong on Exo. Beautiful location, highly decorated, with about 120 players in local. I was logging in using the low mem, stable client and upon login, the client was taxing 2.1gb of my ram (which would then drop down to 1.6gb after everything loaded). I had about 10-15 minutes of gameplay on the low memory client before the 1.6gb of ram would climb back up to 2.0-2.1gb, which would then freeze up my client and I'd have to kill it via windows task manager and run a new client. Rinse and repeat every 15 minutes.

The standard stable client was unplayable for me at the impalong event this weekend. I literally waited longer for clients to load up than I had actual playing time before needing to switch them out.

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I'm seeing something similar on my little old PC (Dual-core with 2GB RAM). But in fact it's not really freezing, it only looks like it. With both CPUs at 100% load (on the standard client) and RAM usage and swap disk close to the limit (on the low-memory client) there's not enough processing power left to move the mouse pointer :) Let the PC alone for 3-4 minutes though and it eventually sorts itself out. Of course the same thing may happen 10 minutes later again, it's basically relog time.

 

What I'm seeing is that the standard client has higher CPU loads but lower memory usage while the low-memory client has less CPU load but higher memory use. I reckon we just have to accept that the - very welcome - new additions to the game and the new client have pushed the minimum requirements upwards and that dual-core PCs and/or PCs with less than 4GB RAM cannot any more run the Wurm client with decent performance. I'm no techie but as a guess I would put Wurm's current minimum requirements at around a quad-core PC with 4 GB RAM.

 

I wonder why the FPS limiter in advanced graphics settings though is limited to 30 FPS as lower limit, i.e. a player cannot limit FPS to lower than that. Like I said, not a techie here, but normally I would assume that setting FPS limit to lower than 30, say to 20) would greatly reduce the minimum requirements. One can even "fake-test" that by having a tiny little window open from another application on top of the Wurm screen. Wurm then thinks it runs in background mode (although 95% of the screen estate still is the Wurm window - and in background mode one can limit the FPS to 15 and I see the CPU load drop down like a brick.

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UPDATE: With Sound engine set to Software and Sound cache disabled, the low-memory client performed flawlessly and logged a 4-hour playtime without hiccups, at an enjoyable FPS that remained stable throughout the whole session (with only a couple minor lag spikes).

However, the audio quality was absolutely horrible. The music felt like it was played from the bathroom, sometimes cut out, and often sounded like a 90s' radio box. Whether that only occours under the ALSA subsystem of Linux or WIndows as well, I have not yet tested.

One last test I'm about to conduct tomorrow is to see if setting the sound engine back to hardware with sound cache kept disabled degrades performance again. After sharing those results, I believe this topic might as well be closed.

 

Inspired by As_I_Decay's reply, I thought it would be worth sharing that my personal playtime usually consists of running around within a decent sized town I'm a citizen of on Xanadu, between the various facilities it has to offer, and doing stuff within them as things come up, also tending to a decent farm just outside, occasionally walking down to the beach for some fishing and general sunshine, and exploring the immediate vicinity for foragables. Village chat population is generally between 1-5, local between 1-4. I haven't been to a mass crowd event yet.

Edited by Sophiesticated

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