[duplicate] Sudden slowdowns
Posted: Fri Sep 16, 2005 16:24
Seeing as how I can't give anything really concrete to go on, I suspect this will quickly get an "I can't do much about this without the data" but I thought I'd mention it at least.
I have a series of 10 or so levels. These levels are not especially complex or large, and have no enemies in them because they are deathmatch arenas. There is some scripting, but for the most part that is minimal. Each level follows on from the last when hitting the exit switch until the last one eventually goes to the first in a loop.
I was just running through them to see how they look in GZDoom and I came up with a problem. The first level was fine, running at a very good FPS rate as I have experienced before with GZDoom. However, as I progressed from one level to the next, I noticed that by the time I got to level 7 or so, there was a slight delay in the level loading. Then, for no obvious reason (I was just running around in a level - which had performed well up 'til that point) the FPS dropped to less than 1 per second and everything about GZDoom became equally unresponsive. I tried a few things, but eventually had to alt-tab and quit. Thinking the level could be responsible, I went back in and tried again from the start. I got the same problem, but it happened a level earlier - so it wasn't level specific. I have managed to repeat the process, getting the same problem, after a complete restart too.
The levels in question are incorporated into my Aspects mod, and so have a huge data file and everything that goes with a many-megabyte IWAD to load. I extracted the levels, and the MAPINFO lump and ran them in GZdoom with Doom2.wad (just letting GZDoom put the default chequered texture in the place of the missing ones). I was able to run right through all the levels numerous time with no slowdown problems.
I realise that it's not much to go on, but could the large number of textures or something be exaggerating something like a memory leak that slowly uses up memory as you progress from one level to the next or something?
Sorry I can't be more helpful, but that's all I have - no crash logs or anything, just massive slowdown to the point of being unusable after playing 6 or seven levels, one after the other, in fairly short succession.
I did also get a lock-up yesterday too. This time it was due to a mapping error. I was setting up a portal/stacked sector and incorrectly made the sector that should be the lower one have the upper sector thing in it and vice versa. After hitting "new game" and picking a difficulty setting, GZDoom froze on the title screen (I think D_RUNNIN stated playing). I know it's a mapping error, but totalling locking up should be avoidable, no?
Win XP, GeForce 5900 with the drivers released earlier this month.
I have a series of 10 or so levels. These levels are not especially complex or large, and have no enemies in them because they are deathmatch arenas. There is some scripting, but for the most part that is minimal. Each level follows on from the last when hitting the exit switch until the last one eventually goes to the first in a loop.
I was just running through them to see how they look in GZDoom and I came up with a problem. The first level was fine, running at a very good FPS rate as I have experienced before with GZDoom. However, as I progressed from one level to the next, I noticed that by the time I got to level 7 or so, there was a slight delay in the level loading. Then, for no obvious reason (I was just running around in a level - which had performed well up 'til that point) the FPS dropped to less than 1 per second and everything about GZDoom became equally unresponsive. I tried a few things, but eventually had to alt-tab and quit. Thinking the level could be responsible, I went back in and tried again from the start. I got the same problem, but it happened a level earlier - so it wasn't level specific. I have managed to repeat the process, getting the same problem, after a complete restart too.
The levels in question are incorporated into my Aspects mod, and so have a huge data file and everything that goes with a many-megabyte IWAD to load. I extracted the levels, and the MAPINFO lump and ran them in GZdoom with Doom2.wad (just letting GZDoom put the default chequered texture in the place of the missing ones). I was able to run right through all the levels numerous time with no slowdown problems.
I realise that it's not much to go on, but could the large number of textures or something be exaggerating something like a memory leak that slowly uses up memory as you progress from one level to the next or something?
Sorry I can't be more helpful, but that's all I have - no crash logs or anything, just massive slowdown to the point of being unusable after playing 6 or seven levels, one after the other, in fairly short succession.
I did also get a lock-up yesterday too. This time it was due to a mapping error. I was setting up a portal/stacked sector and incorrectly made the sector that should be the lower one have the upper sector thing in it and vice versa. After hitting "new game" and picking a difficulty setting, GZDoom froze on the title screen (I think D_RUNNIN stated playing). I know it's a mapping error, but totalling locking up should be avoidable, no?
Win XP, GeForce 5900 with the drivers released earlier this month.