[0.8.2] Multiplayer testing.

Discussion in 'Multiplayer' started by Zed, Jul 2, 2018.

  1. Zed

    Zed Well-Known Member

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    With the release of 082 multiplayer on friday multiplayer testing occurred both friday and saturday to test the stability / multiplayer memory leak issues.

    Overall Conclusions:

    "Level 1" is less stable and more prone to generate bug reports than "Level 2"

    (https://www.twitch.tv/videos/279286664 / https://www.twitch.tv/videos/278969874 )

    From what i can tell of the generated log files it would seem stray bullet fire hitting certain vertices of the mountain biome may cause errors with respect to upon which polygon the bullet landed and therefore generating a bug report.

     

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    ZeroGravitas likes this.
  2. Zed

    Zed Well-Known Member

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    Level 1 testing went far smoother ( https://www.twitch.tv/videos/279115469 ) and was unintentionally ended shortly into its 13th round due to a misclick while in windowed mode) which showed that most of the Working set vs Peak Working memory issues of 0812 have indeed been fixed; However:

    GPU % usage began to fall again from its initial 30/31% and also doubled in GPU memory usage over the course of the 12+ hours from 1.25 to 2.6GB while the Committed memory value also increased to above 6.0GB from its initial 3.5 GB at the start.... Projections would seem to indicate that for most computers with 16gb of ram that the issues with memory of 0812 would begin to occur after 24-30 hours as committed memory for TTMP from Windows Scheduling would eventually begin caching / causing round-timer stops as previously reported.

    Perhaps the Working / Peak working memory clearings could also be applied to the Committed memory between rounds in order to prevent this generic memory issue by releasing some of the committed memory no longer needed back to Windows task manager / mem scheduler.

     

    Attached Files:

  3. Zed

    Zed Well-Known Member

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    @kae @Sdarks

    Pinging as Twitch will eventually delete the video archives.

     
  4. kae

    kae PAYLOAD STUDIOS

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    Heya Zed, we've recently changed some more memory stuff internally, which should have a positive effect on the memory consumption, you should see them in the next build we put out.

    Any memory issues appearing after having the game open for an extended period of time is probably going to be quite low on the priority list for us at the moment, but they're definitely something we'll be looking to improve on in the future.

    The Twitch VODs probably won't be helpful to us as they're far too long for us to investigate and we'll be able to see any issue with the memory by soaking the game on our PCs on this side, so it's safe to have those deleted, the logs might be helpful though, I'll add them to our database.

    Cheers!

     
  5. Zed

    Zed Well-Known Member

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    Ty for the reply Kae;

    I look forward to the next build for additional multiplayer testing, hopefully 1.0 will be able to be run multiplayer indefinitely on a machine with 16GB of RAM with a headless server option developed after 1.0 releases for PC / Consoles.

    To be clear about the memory issue mentioned above it is not to do with the "Private Set" / Peak "Working Set" as those issues seem to have been addressed with 8.1.3 / 8.2 builds however it is the "Commit Size" of memory which slowly creeps beyond the 6GB "recommended" on the TerraTech Store Page in Steam. IF the Commit size can be managed as well as Private set / Peak Working Set the earlier issue of Eroding GPU performance / GPU memory (which had less than 1GB GDDR) doubling from 1.25 to 2.5 over 12 hours might become a moot point as long as the commit size remains under 6gb no matter how long TTMP is run.

    Regarding the Twitch VoD's it was not my intent to infer that one watch the entire videos; merely to skim the videos' for roughly 3 or 4 minutes by noting the Taskbar information provided at the bottom for a few seconds then advancing the video another hour or two before doing the same as a way to track values in real world conditions as opposed "Soaking the game" in some sort of virtual environment.

     

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