Discussion in 'Critical Issues (Blockers, Performance, Crashes)' started by Sorthious, Jul 26, 2018.
Totally agree. The hitching should be priority #1 for the devs, imo.
Yeah that is the weird thing, my frame rate is pretty good in contrast to past releases. But the freezing when walking/turning camera is just annoying.
To confirm: The same on my Windows Box.
OS: Windows 10 (10.0.0) 64bit
CPU: Intel(R) Core(TM) i7-3960X CPU @ 3.30GHz (12) System RAM: 32718
GPU: Radeon RX 580 Series GPU RAM: 8137
Area Display Name: Deep Ravenswood
Loc: (49.6, 36.6, -11.5)
Yeah, it's driving me nuts and I'm getting to where I don't want to play anymore. I still do, of course, because I love the game and don't want to fall too behind everyone else, but I'm not sure how much longer I will continue to play with the performance this bad. I realize that others don't seem to be having this issue, or it's barely noticeable, but that isn't my experience. My framerate isn't the best, or worst. On the Overworld I can get between 50-100FPS, but that is irrelevant when I freeze up and FPS drops to 1. In most scenes I get 30-60-FPS or higher, but again, it's the hitching that is the issue. @Chris , Please, please find the issue. I know you guys/gals are working hard, but this is a critical issue, for me at least, and I want to be able to play the game unhindered by bad performance. If it takes you 5 releases to get it nearly perfect that is fine, but I'm, currently, seeing no improvement on Live. If there is anything that I can do to help diagnose please let me know! I'm more than willing to help out.
Well these are having the exact same problem with Unity3D: https://forum.kerbalspaceprogram.com/index.php?/topic/95993-slight-freeze-every-5-seconds-or-so/
So network lag causes hitching/freezing. Should be fixed in the new Unity 2018.2
Nice link! It definitely sounds like a Garbage Collection problem, which @Chris acknowledged as a contributing factor in hitching. Also, it was supposed, in part, to address that issue. But, as I said, the fix doesn't seem to translate over to Live from QA. Good job though on adding another clue to the list of contributing factors that might help to solve the puzzle!
Yeah this does translate to the bug report I made about hitching, that every time I saw the UDP data being shown in the log the hitching appeared.
Ok finally spent several hours with both online characters and ran around two different areas, I also avoided the areas if they were raining.
The hitching sadly is still present. Even in combat or just running around an area.
It is however better in offline mode.
I do hope they can finally find what it causes this.
I think I recall doing a netstat and don't even recall seeing any TCP packets, so it seems they are all UDP. I used to keep up with tech and still remember a bit of what I learned, but, iirc, UDP's don't use error-correction or guarantee delivery. Could it be due to the application layer not receiving a huge amount of packets and then having to rerequest them?
This is so strange, because I played for 6 hours last night on 812, in a party with one other person, and the hitching was minimal. :/
So this last weekend, hitching was back for me as well, with a vengeance.
Hitching has been present since many many years.
I blame the Unity Engine not Port.
Sure that has something to do with it, but the hitching got significantly worse last release, and remains unchanged here. Before last release, I played mostly on linux. Now it's unplayable. Something changed in R55 for me, brought in hitching, and it's been a problem since.
There may be OS specific related causes of hitching but plenty of players not on Linux also are experiencing hitching (myself included). Initially on R56 it was great in my experience. Yet over the course of the release, things have changed, without new patches. I'm once again suffering significant hitching in R56 :/
Then explain how the problem was fixed in QA patch 724 but persists on the Live server r56.
It was never fixed.
In the past 30 releases there were times for me where i had no hitching at all, sometimes it was ultra bad and sometimes it was something in between.
It is impossible for me or anyone else to explain as to why you had no issues in QA 724 and now again in r56.
But again, that's exactly the experience i had in the past 30 or so releases
Anyways, in general i just meant that Unity had (and still has to some degree) an issue with hitching.
I know Unity has issues that cause hitching, but, as I said, the constant hitching issue was addressed in r56 QA. Yes hitching has been a persistant problem in the game; I never said it wasn't. It was virtually non-existant in Patch 724 on QA. This was even after 4-hours of non-stop play. I was not the only person who saw the fix in QA, nor the subsequent failure to bring the improvement to launch(This post was pre 724 Patch, which removed almost all hitching):
Hitching(r56 QA Feedback)
When r56 released, I spent 4+ hours playing in the Rise in one go, and again all the rest of the weekend for hour+ long spurts, and I had virtually no hitching, either. By the next weekend, I had serious hitching again. It was even worse last night. Yet no new patches. So that sounds a lot like your QA experience initially and then it degraded over time. No clue why. Maybe a server restart fixes it for a short time?
I had immediate hitching on r56. It didn't degrade over time for me, and others. Something between QA and r56 going Live is causing the hitching and we(who have the issue), aren't getting any information as to why it is happening, how/if it's being addressed, or when it might be corrected. We are just being told that it should be better, but not perfect. But, for me and others, it is no better, and more precisely it is worse. I am patient however. If I didn't love this game I would have quit after the game was released due to all the performance issues. I would just like to at least know that the issue is being addressed, and if there is anything I can do to help with testing. @Chris , is there an ETA for when we might see an improvement on the hitching?
Yup, you just describe the behaviour i had in the past 30 releases on and off.
But combined with the constant unity updates i think Chris is very close to indeed fixing it for good.
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