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Found 11 results

  1. This started as a simple plugin that displays a graph of the Mono heap allocation rate and garbage collection, mainly intended as a troubleshooting and development aid rather than for general use (hence why I originally released it in the Add-on Development sub-forum rather than this one). However, I have since devised a way to force Mono to keep significantly more free space in the heap, which can significantly reduce the frequency at which the heap fills up and the Mono garbage collection causes a stutter, so I have added it to this mod and released it more publicly. I will be continuing to work on this mechanism to improve it further. The code has been highly optimised to create as little garbage as possible (given the constraints of the old OnGUI based API) so that it interferes with what it's measuring as little as possible. I do have plans to add various "usability" type enhancements but only things that can be implemented cleanly and are directly useful for the mods purpose. To install, simply download the zip from the link below and copy the MemGraph folder from the zip file into the GameData folder of your KSP installation. Mod-KeypadMultiply toggles the display of the window. Mod-KeypadPlus increases the vertical scale of the graph. Mod-KeypadMinus decreases the vertical scale of the graph. Mod-KeypadDivide runs a bit of test code controlled by MemGraph\PluginData\test.cfg Mod-End pads the Mono heap with a configurable amount of headroom to reduce frequency of garbage collections. Every second the plugin totals up all the memory allocated on the heap and whether any garbage collections have run. It also displays the current total heap allocation, the maximum heap allocation just before the last garbage collection, the minimum just after the last collection, the number of "render" and "physics" updates and the time between the previous two collections. The graph is 600 pixels wide and shows the last 10 minutes of the memory allocation in green. If a garbage collection happens during the interval, that column of the graph will have a red background. The test code basically allocates a number of blocks of the specified size and displays which allocations actually cause the allocated heap to change. This allows us to deduce various characteristics of the memory allocator and garbage collection mechanisms (and was a crucial part of developing the heap padding mechanism). Mod-End activates the heap padding. The amount of padding is controlled by the MemGraph\PluginData\padheap.cfg. The format of the file is very simple. Each line controls the amount of padding allocated for blocks of each size range. The first value is the size of each block allocated and the second is the number of blocks. The first values are only present for illustration, they don't actually control the size of the blocks, these are hardwired to the sizes in the default configuration. The total value at the end is the total number of megabytes of padding allocated (note, the memory usage of KSP will increase by more than this due to the free space headroom maintained by Unity). I recommend that you run the game normally and load up a situation that has noticeable stutter. Display the graph, setting the scale so the regular allocation rate fits nicely and the garbage collection red lines can be seen. Let it run for several runs of the garbage collector and then hit Mod-End. After a short pause, the game should continue with a considerably larger gap between the collections. After another few collections hit Mod-End again and it may improve further. I would appreciate feedback about how well this works, e.g. screenshots of the graph taken during this process and after another few collections would be very helpful along with details about your setup (and preferably, an output_log.txt/player.log file). Many thanks to @Tig for the testing and very well presented data he posted over in the Grumpy Collector thread. One other thing I should add, though it should be obvious with only a little thought, is that the heap padding mechanism is only intended for 64 bit versions of the game. Trying to allocate 900 MB of extra heap space on the 32 bit version is unlikely to be successful and, if it is, then it will probably cause the game to crash before long due to running out of address space. It is also unlikely to work effectively if your machine has only 4GB of RAM as the total usage of KSP is likely to grow close to 4GB even without loading a save, resulting in virtual memory paging which will seriously hurt performance. Obligatory picture of mod in use: Download MemGraph for KSP 1.2.x and 1.3 Download MemGraph for KSP 1.1.x Source on GitHub Previous releases on GitHub (versions 1.0.0.x are for KSP 1.1.x, versions 1.1.0.x are for KSP 1.2). The code is released under the MIT license (see https://github.com/Gerry1135/MemGraph/blob/master/Graph.cs). There's no obligation and it won't entitle you to any special treatment but, if you feel like it, then you can make a donation using the link below. Donate Here
  2. Since the game finally got released I jumped on it like a hungry dog does with food. Rockets is like olden days, never getting them of the ground or losing control and kerbal death, planes work well but only when I make my own wacky designs. So after playing a long time it starts to get irritating that flying my planes (or any other craft with 20+ parts) the game gets super Laggy with every 10-20 seconds stutter. Am I right to say that the Unity 5 engine came after the 1.2 release of pc (enhanced edition is 1.2 version)? I know that porting isn't easy, but does anyone have a idea what type of unity engine the console version is using? Also, if/when blitworks is updating the game, are they going to port a more recent version of ksp from pc or do they update the game themselves to implement new features similar of the pc version?
  3. Hello, i have a gamebreaking problem in my 70+ modded game. I dont use scatter and VE-Mods cause i thought they might fix it, but actually do nothing. Like the title suggests I have mini freezes after like 20min of gameplay and my memory also increases over time untill it crashes or freezes every 5sec. I have win10, 1070, i5 5XXX, and 16gb of ram. I reinstalled the game a few times and verified game by the steam option daily. I also use the 64bit version with force opengl start option. I can upload the "output_log" if someone tells me how. EDIT: Dropbox Link to normal and _x64 output_log Pls help me.
  4. On a Jool mission I noticed some odd behaviour with the sun, as I timewarped through the system it should be moving across my cvew in a constant, smooth motion, right? Well it seems to 'update' its position every x distance traveled. Is this a bug, or by design, and is there a mod to improve this?
  5. Hey, I'm having two problems currently, and I'm hoping there's a way to fix it. 1. When flying near the ground or water (around 100m or less) the game will stutter every 2 seconds and play what sounds like the water splashing sound every time. 2. I'm seeing this black line whenever I'm on the ground. It'll follow the camera and move up and down when zooming in/out. The line is barely visible with anti aliasing turned off, but much more visible with AA turned up (i play with 2x). I usually play with a lot of mods, though the problems still exist after removing all of the mods from the folder, leaving only the squad folder left. I'm running on version 1.3, and this issue was not present in 1.2 https://www.dropbox.com/s/cgysg9a20jdxzug/KSP.log?dl=0 https://www.dropbox.com/s/albh4zsuxg62kjx/output_log.txt?dl=0 PC: i5-6600k @ 4.5ghz GTX 1080 16GB ddr4 ram Windows 10 64bit (running 64bit ksp)
  6. It seems like this happens after I use CTRL+ Z in the VAB or SPH. Once the stutter begins, the vessel I was building will cause it even worse while active, and the stutter never ever ever goes away, it only gets worse the more often I use CTRL + Z. Reloading sometimes solves the problem for a short time, but it returns soon . It is far worse with KER, KIS and probably some others. Does anyone know why this happens and how I can fix it? (I don't want to reinstall my game yet again, because I've finally gotten somewhere and stopped derping around.) Windows 10 x64 x64 game no mods for this particular complaint EVGA GTX 980ti Core i7-4770k 16gb RAM Tank you!!
  7. Hello devs. I know you spent a lot of time reducing the amount of garbage created, but as of now (1.2.2) I have the weird issue that the garbage collection still is a problem. It starts out like before but gets worse the longer the game runs. I've tried it modded and unmodded, only a slight difference. That being said, I have a lot of completed and running missions going on but the interesting part is the increasing part. After 2-3 hours its so bad that I have a stutter for ~2s every ~5s. If I restart the game it returns to "normal" (0.5s every 10 s). Is there anything I can do? Can I increase the heap maybe? I have 16 gigs of ram I would have no problem if KSP took like 8 so i can play more fluently.
  8. On a dual-core i7, 8MB RAM, switchable graphics with Intel HD 520 and AMD R7 360, a clean install of KSP 1.1 stutters, where 1.05 is easily playable. On both 32- and 64-bit builds of KSP 1.1, + Loading Systems takes 230 seconds (50s with 1.05) + Main Menu stutters about 1/2 second just before the sprites come into view + Transition screens, black with 'Loading..' in the corner, take 20 seconds (5s with 1.05) + In the scenario "EVA over Kerbin" panning to show the planet stutters for about 5 seconds; panning in camera-view in often stutters about 1 second + Transition from map-view to camera-view takes 1-10 seconds (less than 1s with 1.05) + Esc menu -> Settings -> Accept, with no changes to any settings, pauses for 30 seconds before the Esc menu is responsive + Main Menu -> Quit takes 20 seconds before the KSP window closes This felt like garbage-collection, or file-system timeouts. Things I tried with no noticeable help: reducing graphics quality to minimum, setting the graphics to use AMD only, ensuring the same file-permissions on 1.05 and 1.10 install directories, turning off the send-progress-to-Squad option, pausing Windows Defender, setting the KSP option to use LEGACY_SHADER_TERRAIN, ... Any suggestions? Logs and DxDiag are here.
  9. If I play the game completely unmodded, the game runs completely smooth, no sudden drop in framerate or freezes whatsoever. If I install just one contract pack, stuttering happens. The more contract pack, the worse the stutter, sometimes reaching half a second freeze every 3-5 seconds. This happens when controlling the vessel outside VAB/SPH. Any idea why and how to fix it?
  10. Like many people, my KSP gameplay is plagued with stutter, and lately it has gotten so bad to the point of about one second freeze every a couple second or so. I guessed this might be caused by mods, so I played on an unmodded install and lo and behold, barely any stutter whatsoever. So I began to reinstall my mods one by one, trying to find if it was some specific mod that's causing the stutter, and so far I found that it was the contract packs that caused the stutters (I mentioned so far because I've installed like, a hundred mods, and haven't gotten to test them all). While waiting for me to find if there's another mod that cause the stutters, maybe someone could share some light as to why contract packs would cause stutters? And maybe other mods that cause stutters as well?
  11. In another thread I mentioned how my game was plagued by stutters, and by removing all my mods, I removed the stutters from my gameplay. I did some testings, and found out it was the contract packs that caused them. Even just one is enough to cause stutters. Another player also had a similar problem, and by removing the contract pack, the stutter was gone as well. So what causes this stutter with contract packs? Is there a way to fix it?