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warning spam and memory leak?

Discussion in 'Critical Issues (Blockers, Performance, Crashes)' started by Echondas, Aug 21, 2018.

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  1. Echondas

    Echondas Bug Hunter Bug Moderator

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    08/21/2018 17:47
    Title: warning spam and memory leak - high disk IO also
    Reproduction Rate: 100%
    Blocker? Yes
    Details: Seeing this warning spammed in the debugger: Particle System is trying to spawn on a mesh with zero surface area. Eventually the game grinds to a halt and memory usage is at ~ 21 GB, and was getting about 85 MB/sec sustained disk IO after 10 minutes and 3 scene loads (hidden vale -> novia -> Rift's end)
    Steps to Reproduce:
    User Specs:
    OS: Windows 7 (6.1.0) 64bit
    CPU: Intel(R) Xeon(R) CPU W3550 @ 3.07GHz (8) System RAM: 24573
    GPU: NVIDIA GeForce GTX 670 GPU RAM: 1979
    SotA.QA.Win.64.726.Date.08.21.18
    Area: POT_island_metropolis_01_template/Rift's End
    Area Display Name: Rift's End
    Loc: (-40.3, 89.0, -65.1)
    Debug: UE9UX2lzbGFuZF9tZXRyb3BvbGlzXzAxX3RlbXBsYXRlfFJpZnQncyBFbmR8KC00MC4zNDksIDg5LjA0OCwgLTY1LjA1Myl8KDAsIDAuOTIxLCAwLCAwLjM4OSl8NTQyLjAyNTl8NDguMzExMXw1LjE1Mzg1
     
    Last edited: Aug 21, 2018
  2. Mishikal

    Mishikal Avatar

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    Seeing the same thing. My SOTA process is now at 25GB (of my 32GB on my system) and growing. If I turn on "/debug" the "warnings" count is increasing at an insane rate.

    I also have terrible multi-second freezes that are worse than the usual hitching.

    User Specs:
    OS: Windows 10 (10.0.0) 64bit
    CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (8) System RAM: 32705
    GPU: NVIDIA GeForce GTX 980 GPU RAM: 4053
    SotA.QA.Win.64.726.Date.08.21.18
     
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  3. Mishikal

    Mishikal Avatar

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    Eventually the game kicked me out and I had to relogin.
     
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  4. Griffler

    Griffler Avatar

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    I'm just offering my debug as a contrast because I'm not having any issues with major memory leakage or any warnings in the debug. I've opened the over dozen chests I have here the majority of are nearly full many many times over, run around a bit good ***** looking for a Wyvern, through all the houses in my town, game towns, encounters, etc. Am unable to reproduce. My RAM usage is staying under 6GB max and my disk io was 90'sMB/s for a few seconds tops when zoning and stayed in the 20-40 range while some towns loaded. I did encounter a single hard crash to desktop, this was while I was monitoring resource usage and did not see it spike, but could have the moments before crashing. I'll keep an eye on it but wanted to give my debug up for analysis since I'm not having issues some are in the hopes it will help. After all this activity I have 2 Warnings in the debug console and thats it(Mesh Port_Avatar_Ghost_001 requires Read/Write Enabled to be set in the importer to work on the particle system shape module). Thanks Port!

    Edit:
    I was just zoning back to my town, while at the load screen debug warnings shot up to 150 and errors to 30. That being said my ram usage is now at 2.6GB and .1MB/s disk io. The warnings and errors:
    Message: The referenced script on this Behaviour (Game Object 'Waveform') is missing!
    Message: The referenced script on this Behaviour (Game Object '<null>') is missing!
    Message: GetPixels32 failed: insufficent pixel buffer size (1), must be at least 4 x 4
    Message: Failed to get pixels of splat texture


    OS: Windows 10 (10.0.0) 64bit
    CPU: AMD Ryzen 7 1700x Eight-Core Processor (16) System RAM: 32694
    GPU: Radeon RX 580 Series GPU RAM: 8137
    SotA.QA.Win.64.726.Date.08.21.18
    Area: Novia
    Area Display Name: Novia
    Loc: (394.7, 17.2, -52.1)
    Debug: Tm92aWF8fCgzOTQuNjg5LCAxNy4yNDIsIC01Mi4xMDYpfCgwLCAtMC44MTQsIDAsIC0wLjU4MSl8LTYxMC45MDgzfDQzLjI4NTQxfDQw
     
    Last edited: Aug 22, 2018
  5. Mishikal

    Mishikal Avatar

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    I can confirm the memory leak still exists in the latest build (727). After switching across several scenes, I'm now at 26GB memory in use and growing.

    My scene switches were (as best I recall):
    Middle Downs -> Novia
    Novia -> Dawn's Keep
    Dawn's Keep -> New Brittainian Market
    New Brittainian Market -> Novia
    Novia -> Verdantis Foothills
    Verdantis Foothills -> Verdantis Mine
    Verdantis Mine -> The Rise
     
  6. Mishikal

    Mishikal Avatar

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    Once memory usage becomes so massive that it consumes virtually all RAM on my system, it will quit the scene I'm in. At this point, it'll freeze at "50% loading map" (No clue what map it's loading since it is logging me out). The only recourse at that point is for me to kill the process. Since I had to kill the process, I'm not sure that the debug log is getting uploaded back to your servers. @Serafina please let me know if you want a copy of the debug log from this session. I've made a backup of it so it doesn't get overwritten. There are a several errors about missing shaders, but what gets logged the most (thousands of times) is

    and

    This may also be the source of the leak?

     
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  7. Feeyo

    Feeyo Avatar

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    Yep I see those also a lot when switching scenes.
     
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  8. Echondas

    Echondas Bug Hunter Bug Moderator

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    @Chris FYI - still seeing this in current QA build 727 728 - the disk IO is much reduced - was only around 1 MB/sec this time.
     
    Last edited: Aug 23, 2018
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  9. Debcool

    Debcool Avatar

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    Currently the highest RAM used I saw on my system is around 18GB (on 32GB) and as you mentioned it varies when switching between scenes. Can't say for sure but I wonder if the data related to the previous scene are flushed out the RAM once we leave it...
     
  10. Echondas

    Echondas Bug Hunter Bug Moderator

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    FYI - this appears resolved as of QA build 733
     
  11. Mishikal

    Mishikal Avatar

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