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1.1.x Stutter


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Hi, im posting this in the modded install section because I have a modded install, however this DOES still happen in stock.

Game stutter.  It plagued alot of people for years and I assumed, as I think did others, that 1.1 and 64bit would stop it.  But it hasnt.  I still get stutter every few seconds in the VAB and in flight.  My question is, if this is mod related, is there a way to find out which one(s) without installing each one individually?  And also what could a mod possibly be doing that would cause stutter?  My mod list is in the spoiler and my specs are:

 

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i7 4770k

GTX 780Ti

32GB DDR3 2400MHz PC3 19200 RAM

Game is run from an SSD

The processor and graphics card are due an upgrade soon but still, I dont think hardware will be an issue here.  Any suggestions on things I can do to stop this, or is the game still broken?

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I certainly don't disagree that this is an issue, and I too feel it has become worse with 1.1... but there are more than a few threads about this already. The 2 most active ones will likely contain answers to your question. There's even a mod for monitoring this issue.

That said the more noise about this the better IMO, the squeaky wheel gets the oil and all that.

 

  On 5/3/2016 at 4:09 AM, funkcanna said:

I assumed, as I think did others, that 1.1 and 64bit would stop it.

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I didn't. Here's the most recent official comment I am aware of.

  On 5/3/2016 at 4:09 AM, funkcanna said:

My question is, if this is mod related

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It is, and it isn't. It's both a game engine and a code issue present in stock and exacerbated by mods.

  On 5/3/2016 at 4:09 AM, funkcanna said:

is there a way to find out which one(s) without installing each one individually?

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Yes, and no. Depends how comfortable you are hacking on Unity / mono. It's possible to get profiling working but not particularly straightforward.

  On 5/3/2016 at 4:09 AM, funkcanna said:

And also what could a mod possibly be doing that would cause stutter?

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Any code that creates and destroys a lot of objects can cause this, there are ways to get around it but in some cases it's going to take a considerable amount of work,

Personally, I'd prefer Unity fix their mono runtime. But then there are a lot of things I wish Unity would fix. :rolleyes:

  On 5/3/2016 at 4:09 AM, funkcanna said:

Any suggestions on things I can do to stop this

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Not really, I've been trying to find an answer to the same for some time.
Run fewer mods, run fewer simultaneous missions, and clean up debris. Every bit helps, though not by much.

  On 5/3/2016 at 4:09 AM, funkcanna said:

is the game still broken?

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"Broken" may be too strong a word here, but in short: Yes.

Edited by steve_v
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As I'm new to KSP this was the first I recognized and immediately suspected the Windows 10 DPC latency issues.

But some tests with running LatencyMon in the background for some time didn't validate my suspicion.
Also DPC Latency Checker was "normal" - for Windows 10, because of bad Realtec NIC drivers there is always a hickup then and when.

Using TimerResolution I can check the ... <<< the free Win XP version still works when run as admin

I already have set the TimerResolution to 0.5 ms for gaming with TimerTool. (I launch it at logon as SYSTEM with parameters  -t 0.5 -minimized ).

 

But it's nothing from these AFAIK - now as I have read some stuff on this board, especially THIS thread.

 

btw the game utilizes about 58% CPU maximum and 80% GPU maximum.

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I've found a minimal modded install that causes stutter:

 

  On 5/10/2016 at 1:41 PM, ioresult said:

KSP: 1.1.2 Windows 64bit
Problem: Antenna Range Relays contract pack interferes with Kopernicus

Mods installed:

    Kopernicus 1.0.4
    ContractConfigurator 1.11.5
    AntennaRangeRelays contract pack v1.3
    ModuleManager.2.6.24.dll

Reproduction steps on a clean install:
    1.Start new career game (nameed KopRelay)
    2.Build minimal safe rocket: Mk1 pod, Mk16 parachute, RT-5 Flea booster
    3.Launch
    4.Stage
        What is expected: smooth launch
        What I get: extremely stuttering frame rate
    5.Quit
    6.Zip all .log files (contract configurator, kopernicus, output_log, ksp.log)
    
Log:

logs zip file on google drive

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  • 3 weeks later...

I have implemented a mechanism that allows the mono heap to be forcibly extended resulting in it taking longer for the heap to fill up and the garbage collection to be triggered.  This can considerably reduce the frequency of the stutters with the tradeoff of increased memory usage and each stutter being somewhat longer.  This tradeoff may not be seen as a playability improvement by all people but I have plans to improve the padding mechanism both generally and by adding automatic tuning to fit the current heap usage pattern.  There will be heap usage patterns that do not work well with the current code, most notably, it isn't yet possible to provide enough padding for large block allocations without Unity deciding to give it back to the OS so, if the majority of the heap usage is large block allocations then it may not affect the stutter much.

I have added this code to my MemGraph mod (thread linked in my sig below).  I would appreciate it if people that try it could follow the recommended process in the OP and provide feedback as described to help me develop this further...

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