PTS issue, or?
everytime on PTS when i /reloadui i kicked from a game to login screen
any1 experienced it too? no matter what addons i use P.s. sorry looks like it because of addons will investigate P.S.S - looks like the longer you play - more chance of kick and more time of reloadui wasting everytime weird |
I got difficulties too with reloadui too, but for me it's most a freeze, Maybe im not enought patient. maybe it's one of my addons aswell..
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On PTS /re or /reloadui makes my client freeze for 5-30 seconds before loading screen, but no kick outs.
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for the freezes, that's definitively an (more than one?) addon issue, with only very few, there's no freeze, i'll try to check which one cause this..
Guess Quadro just got too many addons but get same issue as us. |
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no-no-no on pts i have like 5 addons at all |
Same here, with ~35 add-ons /reloadui freezes for a while, but no crash. Also, after /quit, the process keeps running for ~30s, 100% load on 1 core, with >50% its time spent in system calls. I wonder what it does, as memory usage stays nearly the same during that time, and only drops right before it finally terminates.
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and if you instant logout(in cities)
picture can freez alot before load-out screen |
Well this sounds troubling. What addons were you using Tony?
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Also can anyone compare the behavior on RC to Live? In all of my internal profiling I was seeing faster write times, not slower.
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i recorded the video now
starting without addons and then i playing alittle and turn on addons one by one i dont think the problem is in particular addon looks everytime after /reloadui pause before load screen was bigger and bigger and in the end - Error 303 server timed out i player 30 minutes and strange thing as you can see - one on the cores of my CPU was heavily loaded when i was kicked http://www.youtube.com/watch?v=ctnGY8ptuus |
Thanks Tony, we now have an internal test case for this.
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I'm trying to alter my add-on to run faster on PTS, but I'm struggling, can't beat 30% of live performance plank. |
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Edit: Performance drops are hiccups followed by FPS drops. Using same settings for live and PTS. |
cant test current pts because i was suspended for 72 hours will test tomorrow :p
btw do you know ZOS didnt block your account to login, they just change your password temporary |
After some internal tests I was able to pinpoint weak spots.
I have a suspicion that either math.sqrt is working not like on live or normalized coordinate values for wayshrines and player position have more decimal places, what I am seeing is that a simple distance formula sqrt ((x1-x2)^2+(y1-y2)^2) takes a lot more power to complete on pts. This results in signiffican performance loss FPS drops UI lags, etc. Also SetMapToPlayerLocation() works much slower than on live, it is another source of performance loss. |
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You don't have to compute sqrt for a distance check, square the threshold instead, it's cheaper. And of course, once you compute the squared distance, memoize it, don't compute it again for another check a few lines below ;) |
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Like this function, it does way too many avoidable table lookups and an unnecessary sqrt: Lua Code:
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PS I also have noticed a faster garbage collection growth while using local variables. This is very worrying. |
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I'd look at what else you're doing in the function because local variables by themselves won't noticeably increase GC time ( http://lua-users.org/wiki/OptimisingGarbageCollection ). In fact, it's generally an optimization to copy over to local from a global table, especially if you're going to access it frequently. (http://lua-users.org/wiki/OptimisingUsingLocalVariables) For example, looking up "FyrMM.currentMap.TrueMapSize" actually needs 3 table lookups: FyrMM in the Global table, currentMap in FyrMM, and TrueMapSize in currentMap. Bringing it to a local variable caches it so that when you access it the second or third time it's already present. |
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2.1.7
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