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QA = No Hitching, Live = Massive Hitching

Discussion in 'Release 58 Feedback' started by Barugon, Sep 28, 2018.

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  1. Barugon

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  2. Feeyo

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    Yes, same here... I just did not want to be the first one posting it.
     
  3. GrayFog

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    I didn't even log in yet to test it.

    But i am to 99.99% sure that i still have massive hitching on live as well.
     
  4. Barugon

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    Yeah, it's really tiresome and it probably makes me sound like a whiny child. :(
     
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  5. Feeyo

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    So later on Today when I am home from work, I will do the exact same testing on Windows and see if I can reproduce the hitching.
    Keep you posted.
     
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  6. Feeyo

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    It has also freeze/hitching but much less.. And the freezing is a lot shorter.
    On GNU/Linux it is much much worse :(
     
  7. Mishikal

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    Since they killed the only zone worth XPing in solo, I don't even bother to log in. ;)
     
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  8. Cora Cuz'avich

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    But hey, you have a map now?
     
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  9. Mishikal

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    My hitching in NPC towns is now crazy, and it wasn't before R58 :( (On Windows 10)
     
  10. Barugon

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    This is by far the worst issue in SotA and it has persisted for like 6 releases. It's absolutely dumbfounding.
     
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  11. Elwyn

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    I haven't been on enough yet to see the freeze-hitching (when everything freezes for ~2 seconds). It usually resets when I restart the client, so patch time is usually better for me about that. But I got a lot of "bumpy road" hitching yesterday.
     
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  12. Barugon

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    Does Unity not have any profiling support? Is Portalarium unable to reproduce the hitching? Do they just not care?
     
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  13. Pawz

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    I don't have any hitching at all.
     
  14. Feeyo

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    Unity does have a profiler....I have a feeling they do not play their own game really. Only for testing a bit here and there.
     
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  15. Feeyo

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    Also to note, the hitching on release can not be based on scenes being hosted by others. As one of the devs stated on the forums that if you want to host the scenes yourself you need to enable single player online mode. This will stop that. But I have been testing this and it seems the hitching is exact the same when playing single player online mode...

    I would like the option to disable unity ingame vsync and use my own driver vsync method.
     
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  16. Feeyo

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    I dont get why normal scenes are using up 12GB of memory in the client, for POTs and Towns I get it. But after leaving such a pot and loading up a normal adventure scene memory should release, get unloaded, it should not be 12GB. It just does not make any sense, maybe they are not unloading the previous scenes when loading a new one? I have never seen a game, nor other Unity game using this much of memory loaded up all the time in RAM. While my GPU RAM is only being loaded with 2GB while I have 8...
     
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  17. Barugon

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    Yes.
     
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  18. Feeyo

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    Look at this non stop hitching, I cant even play normally: Left top FPS, and right, you see all those S(leeping) states for SotA? I just played about 10 mins and the RAM usage is already 12.3GB and reserved virtual memory is going higher and higher...

    [​IMG]
     
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  19. Calan Caitin

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    My game performance has never been better. Even in zones where I historically used to hitch, like Nightshade Pass, is running very smooth.
     
  20. Feeyo

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    Memory usage: (I removed 16GB of memory to test if it runs better with 2 modules instead of 4): Memory is being allocated non stop... It is not being cleared.
    [​IMG]
     
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