ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I killed the only service using CPU (print spooler)...
In Windows XP & Vista's days, that was a bad idea, as it was killing more interrupts from the mobo than only a (hypothetical) printer.
I don't know if in Win7 / Win10 this is fixed as I don't know if it's a bug from an old hardware designs (like how bios is bad now for today's computers but was a good solution before the 2000's) or software (I doubt it).
Since it's here by default in this modern OS, I'd recomend to monitor this on your computer (this is a few bytes asking the printer bus, not a great optim imho). You want to kill this only if sneak processes are trying to print stuff (this was a vulnerability for XP). It may be the case here, if this use RAM.
Frogsquadron wrote:
We're still working on optimization. Next updates should alleviate these issues.
Was it this "can't attach to parent" in logs ? Is it related to shared mem ?
(I shouldn't care but I wanted to know whether I'm helpful or not, and if not, shut my mouth :) )
I have made further tests to try to identify the cause of this problem.
I replaced my AV (Avira -> AVG), I turned off the v-sync, I checked the CPU usage of the processes and services -> I killed the only service using CPU (print spooler)... The game is still freezing every 3 seconds, with the game CPU usage going from ~13% to ~20% (camera fixed on a solar system, doing nothing).
I've noticed something interesting though. The stuttering/freezing effect is there right after the loading of a save or after a new turn. After a couple of minutes (roughly), the problem seams to disapear and the game runs smoothly while using 13% of my CPU.
So, I guess the issue could be related to the AI trying to compute some stuff periodically and stopping to do so after a couple of minutes
Thanks for your suggestion, but I won't change anything on my system for now. All my other games (and I have a metric ton) work like a charm, and ES2 being in early access/alpha stage, I suspect an optimization problem.
I tried to play with 3 AI or on a different map, still lots of stuttering.
Edit: So, I deleted my AV, and the stuttering is still there.
-edit- it might be me (take this with a bag of salt) but I'm bothered by those 3Gb shared memory on the video card. Maybe the game's data use the same place as your videocard ?
My hypothesis is :
- videocard used this to dump its texture stuff
- then the game ask some memory, best speed, since no indication to go to RAM only
- the OS ask the best R/W rates bus, with no flag, which may be the video one
- the game overwrite the video stuff because the video put no lock on it
- the game does their stuff, then dump the data (or not)
- then videocard driver is like "where's my stuff bro ?" and the OS is like "dude, I dumped it, go read HDD, LOL"
- ...
- 3s later the video stuff is read back to video shared mem
???
Is it possible or I'm telling tales ?
There should be a setting on the videocard driver panel to forbid the OS to use that mem but I strongly suggest you ask some expert tech advice before gambling on that idea.
I didn't change the UI, and the problem is here from the very beginning of the game. I can see the freeze every 3 seconds by staring at the moving gas clouds in the galaxy.
This looks like bus bottleneck and/or heavy swapping ?
OS / Game / Exchange file on the same SSD ?
(SSD have superb read rates but middle to poor write rates).
If you don't make any change to the UI, do you have those problems ?
I wonder how they store data there (if they commit atomic data changes, then by mutliplying I/Os, the system may need to import one different page for each data depending of how they stored data, instead of having one page with a medium object including everything).
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