Rendering becomes glitchy over time
by Ian Wagner · in Torque X 2D · 02/26/2011 (1:07 pm) · 1 replies
Hello all,
I am noticing an issue with the scene rendering in my Torque X game (I'm using the latest 4.0 CEV). The rendering is periodically (usually about 2-3 seconds) interrupted for a very short period of time (starting at about a few hundredths of a second and gradually increasing). After the interruption, the screen will suddenly update (the player will jump forward to where he should be if he is moving, etc.). It takes anywhere from 30 seconds to about 3 minutes (depending on how many objects are in the scene) for the behavior to exhibit itself. After it first becomes noticeable, it gradually gets worse (the screen freezes get longer).
The scene is relatively static and no new SeneObjects are created. I removed most of the components that I created and tested with a minimalistic scene and the issue still occurs. Furthermore, the issue only occurs on the Xbox 360 (it happens both when I am remote debugging from my computer and when I run the deployed copy from "All Games" on the Xbox). I realize this may not be enough information to accurately debug the situation, but I'm wondering if anyone else has experienced something similar and if so, what I can do to fix the issue.
Thanks in advance,
Ian
I am noticing an issue with the scene rendering in my Torque X game (I'm using the latest 4.0 CEV). The rendering is periodically (usually about 2-3 seconds) interrupted for a very short period of time (starting at about a few hundredths of a second and gradually increasing). After the interruption, the screen will suddenly update (the player will jump forward to where he should be if he is moving, etc.). It takes anywhere from 30 seconds to about 3 minutes (depending on how many objects are in the scene) for the behavior to exhibit itself. After it first becomes noticeable, it gradually gets worse (the screen freezes get longer).
The scene is relatively static and no new SeneObjects are created. I removed most of the components that I created and tested with a minimalistic scene and the issue still occurs. Furthermore, the issue only occurs on the Xbox 360 (it happens both when I am remote debugging from my computer and when I run the deployed copy from "All Games" on the Xbox). I realize this may not be enough information to accurately debug the situation, but I'm wondering if anyone else has experienced something similar and if so, what I can do to fix the issue.
Thanks in advance,
Ian
Torque Owner Duncan Colvin
XNA4 is particularly sensitive to GC issues. You'll need to profile your memory usage; it's possible you have a leak or a lot of object creation you haven't noticed. The new CLR4 is out now and is free so you could use that on a PC build (or any other PC c# profiler of your choice) or on xbox you can use the remote debugger that comes with xna game studio.