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Lags but no bottleneck?


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Hi guys,

I am just about to build my planetary station on minimus but now that i landed about 10 ships (each about 10 parts) the game runs at about 8 frames. I got pretty decent hardware:

- i5 2500k clocked to 4.8ghz

- 8gb ddr3 1866mhz ram

- gigabyte 760gtx a little clocked ~10%

- asrock z68 pro3 gen3 (or gen3 pro3? :o)

When the game lags my cpu1 is running at ~ 60% at max and the other three cpu's run at ~40%. My graka runs at 2-3% and the game uses ~ 2.2gb ram. Now i wonder where my bottleneck is. Any ideas how to fix this?

furthermore i have about 15 mods installed including kwrocketry b9 aerospace and active texture managment.

greetings crush3dice :)

Edited by crush3dice
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thanks for the reply.

I just tried to play without active texturemanagement, wich had almost no effect on the lags. The only difference i noticed is that i used ~ 0.3gb more ram. I actually can't uninstall the other mods (atleast not the big mods) because i already used the parts for my aircrafts :/.

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Is it persistent across all saves, or just the one save? Because you could have a corrupt save. Also, What tool are you using to measure CPU usage? Task Manager seems to give results that are a bit less than reality with KSP's physics thread switching cores so often (Though I doubt that you are getting much physics lag with a 4.8 ghz processor and such low-part ships).

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I have only played on one savestate as far so i don't know yet if my savestate is corrupt. I measured it with msi afterbruner, cpu-z and task manager for the ram-usuage of the ksp.exe process. I i guess i will make a big ship in the sandbox and check if it is my savestate.

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I have only played on one savestate as far so i don't know yet if my savestate is corrupt. I measured it with msi afterbruner, cpu-z and task manager for the ram-usuage of the ksp.exe process. I i guess i will make a big ship in the sandbox and check if it is my savestate.

Some advise:

making a big ship that contain A LOT of parts WILL lag the game.

also do you have b9 and kw rockety/novapunch installed?

press alt + f2 and screen shot of ship and log

best is with red text :)

Edited by Joshwoo69
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Ok i made some pictures of my scenario on minimus and made a huge ship with tonns of wheels and solar pannels and tanks on an other savestate to see if my savestate is corrupt. I screenshooted everything and logged my cpu's and gpu in msi afterburner.

the core of my base as far:lHgmsd9.jpg?1

some ships scattered around my base (each about 20 parts):

0JbJAeH.jpg?1

JtIqdFX.jpg?1

E4hSr7C.jpg?1

KIR87Vt.jpg?1

i usually use "-force-opengl" to lower the ram usuage to ~ 2gb

4wDReGu.jpg?1

GCHXrKH.jpg?1

and an exception i permanently get on minimus near my base (no clue what it means):

NU47u0A.jpg?1

Hope this might help solving the problem :)

edit: fraps is logging the frames on the the top left corner

edit2: i noticed another strange behavior. For some reason one of the docking ports has no magnetic force and is unable to dock at all. May that have something to do with the exception? O.o

Edited by crush3dice
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Hello, can you upload the log? We can't help you without log.

The Logs

These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:

Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)

Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )

Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

NOTE: These logs are not the same as KSP.log, which lacks valuable data. Do not upload KSP.log; do upload output_log.txt / Player.log

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Ok i got the exception fixed by destroying the part with the defect docking port. (a populsion tank with 2 landing leggs and 2 docking ports). But that actually didnt improve the performance. So i just destroyed every ship once and looked if it got better and there was a smallish ship with 12 parts (1 fuel, tank 4 radial engines, 3 advanced grabbing units, 1 cone, one remotecontrolpart, a seat on top of it, 1 sas wheel and a battery) wich costed me 8 frames and i had two of them. So i destroyed both and i got 25 frames now wich actually is playable ^^. I still have no clue where the bottleneck is/was but atleast i can resume building my planetary station for now.

edit: ok it seems like the advanced grabbing unit is costing me massive amounts of frames. I made a ship with 13 grabbing units and 1 fuel tank an i have 10 frames on the ground without moving. I restarted ksp.exe and ran the 64bit version now and i actually hit 60 frames. Weird but i guess my problem is more or less solved eventhough my hardware didnt actually bottleneck the game...

Edited by crush3dice
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edit: ok it seems like the advanced grabbing unit is costing me massive amounts of frames. I made a ship with 13 grabbing units and 1 fuel tank an i have 10 frames on the ground without moving. I restarted ksp.exe and ran the 64bit version now and i actually hit 60 frames. Weird but i guess my problem is more or less solved eventhough my hardware didnt actually bottleneck the game...

Advanced Grabbing Units? That would do it. A while back I posted that very same bug that you are experiencing here. Not only do they lag physics, they lag everything when they are in a scene. Go into the VAB, add some structural part, and start adding AGUs. You by the time you get 30, you should be experiencing at least mild framerate reductions (With me, by the time I get 30, I have around 5 fps). In fact, I recommend not using the claw altogether until they get some of the bugs worked out. But 64 bit fixes it, you say? I'll have to look into it.

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No 64bit doesn't fix it. I just deleted every ship having one of the claws and then restartet it an ran ksp in 64 bit giving me 60 frames with the same scene. 64bits gives me another 10% more frames for some reason eventhough ksp.exe never uses more than 3.75gb ram.

Edited by crush3dice
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