T3D 1.2 'Pausing' bug.
by Demolishun · in Torque 3D Professional · 11/20/2011 (12:50 pm) · 6 replies
I finally created a new project in a clean install of T3D 1.2. I created a new project of 'Full' (no Physx) and opened it up in VC++ 2010 Express. I did a 'rebuild' so it would build everything. Everything built without any issues. I ran it from the VC++ IDE and ran the mission with terrain. Then I started shooting sand. I found that periodically it pauses and then recovers. There is no indication inside of the console as to what is causing this.
I then shutdown the game and the VC++ IDE. Then I ran the game from the Toolbox interface. Not pausing whatsoever. So I figured it was running the stock engine. To test this I went to the directory where the executables are ran the DEBUG version which is the version I built. I got the pausing effect I noticed running it before. I don't know what is going on, but 1.1 did not do this. I will try compiling with 2008 to see if that makes a difference.
System:
Windows 7 64-bit
Visual C++ 2008 Express and 2010 Express
High end Asus NVidia card.
I then shutdown the game and the VC++ IDE. Then I ran the game from the Toolbox interface. Not pausing whatsoever. So I figured it was running the stock engine. To test this I went to the directory where the executables are ran the DEBUG version which is the version I built. I got the pausing effect I noticed running it before. I don't know what is going on, but 1.1 did not do this. I will try compiling with 2008 to see if that makes a difference.
System:
Windows 7 64-bit
Visual C++ 2008 Express and 2010 Express
High end Asus NVidia card.
About the author
I love programming, I love programming things that go click, whirr, boom. For organized T3D Links visit: http://demolishun.com/?page_id=67
#2
11/20/2011 (1:46 pm)
It is pauses for about 1 to sometimes 3 or 4 seconds at a time. It is very noticeable. I don't know if a video would help that much. Also, sometimes the animations seem to stall or not show at all when reloading. I never saw anything like this in 1.1.
#3
11/20/2011 (2:00 pm)
Okay, so I recompiled with VC++ 2008 and the pauses seem to have gone away. I have no idea why. So, if it helps track the bug, but maybe it is just the debug interface as I noticed the console messages are showing up in the 2010 interface. Don't know.
#4
I noticed it occurs when I take a weapon.
Any idea ?
12/12/2011 (11:53 pm)
I've got the same issue, I compiled with VC++ 2008 - Release, it's still freezing 1 to 4 seconds.I noticed it occurs when I take a weapon.
Any idea ?
#5
12/13/2011 (12:04 am)
I've noticed this, though the pauses I've seen are much shorter, completely random and more like a framerate "stutter"... this on on a slightly modified version of the Empty Terrain with two of the stock towers and some PhysX objects.
#6
1. Recompile the whole thing. Do a clean rebuild.
2. Check for missing textures on particles. I have noticed some behavior that seems to arise when a lot of particles are present.
3. Sound issues? I have lost sound completely before and had to restart the engine to get it back.
I really have no idea what is the real source of this. It probably needs to be profiled. I am just grasping at straws. The affect went away when I recompiled with 2008 vs 2010. Perhaps it was the clean recompile that did it.
Curious, what type of machines are we running this on?
Mine is a decent Asus MB with AMD 6 Core Phenom, 4GB DDR3 ram, Asus ENGTX460 PCIe 16x 1GB DDR5 graphics card, running at 1280x1024 running in a window. The level I noticed this on was stock sand dune level (Mars I think) with 3 vehicles I added. The stuttering always included what appeared to missing animation frames. Though if it is missing processing tick timings I could understand that.
12/16/2011 (1:13 pm)
Things to check for though I don't know the source either:1. Recompile the whole thing. Do a clean rebuild.
2. Check for missing textures on particles. I have noticed some behavior that seems to arise when a lot of particles are present.
3. Sound issues? I have lost sound completely before and had to restart the engine to get it back.
I really have no idea what is the real source of this. It probably needs to be profiled. I am just grasping at straws. The affect went away when I recompiled with 2008 vs 2010. Perhaps it was the clean recompile that did it.
Curious, what type of machines are we running this on?
Mine is a decent Asus MB with AMD 6 Core Phenom, 4GB DDR3 ram, Asus ENGTX460 PCIe 16x 1GB DDR5 graphics card, running at 1280x1024 running in a window. The level I noticed this on was stock sand dune level (Mars I think) with 3 vehicles I added. The stuttering always included what appeared to missing animation frames. Though if it is missing processing tick timings I could understand that.
Torque Owner TheGasMan
G.A.S. [+others]