Jump to content

Terrible performance


Recommended Posts

Heya,

My FPS is ridiculously low for my hardware (I presume) as soon as I get onto the launchpad/render things like the planet in mission control.

Specs:

J6qZ4SH.png

These are my mods (including Astronomer's new visual pack):

LgVUdY6.png

My part count is around 500 at the highest for bigger ships (EDIT: current ship that has a really ....ty fps has like 280 parts) but even rendering the planet in the mission control overview is slow. Graphics drivers have been updated. I'm also using opengl mode/atm and dds loader (32bit ksp).

The important bits of my settings file (diverted from Astronomers performance optimization pack):

SETTINGS_FILE_VERSION = 0.18.0

TUTORIALS_EDITOR_ENABLE = False

TUTORIALS_FLIGHT_ENABLE = False

VAB_USE_CLICK_PLACE = True

VAB_USE_ANGLE_SNAP = False

VAB_ANGLE_SNAP_INCLUDE_VERTICAL = False

VAB_CAMERA_ORBIT_SENS = 0.04

VAB_CAMERA_ZOOM_SENS = 0.1

FLT_CAMERA_ORBIT_SENS = 0.04

FLT_CAMERA_ZOOM_SENS = 0.5

FLT_CAMERA_WOBBLE = 0.1

FLT_CAMERA_CHASE_SHARPNESS = 1.5

FLT_CAMERA_CHASE_USEVELOCITYVECTOR = True

FLT_VESSEL_LABELS = True

SPACENAV_CAMERA_SENS_ROT = 30

SPACENAV_CAMERA_SENS_LIN = 20

SPACENAV_CAMERA_SHARPNESS_LIN = 8

SPACENAV_CAMERA_SHARPNESS_ROT = 10

SIMULATE_IN_BACKGROUND = True

PHYSICS_FRAME_DT_LIMIT = 0.04

MAX_VESSELS_BUDGET = -1

CONIC_PATCH_DRAW_MODE = 3

CONIC_PATCH_LIMIT = 4

SHOW_PWARP_WARNING = True

EVA_ROTATE_ON_MOVE = True

USE_STAGING_CONTROLS_ON_DOCKING = False

SPACENAV_FLIGHT_SENS_ROT = 5

SPACENAV_FLIGHT_SENS_LIN = 1

KERBIN_TIME = True

CALL_HOME = False

DONT_SEND_IP = False

SEND_PROGRESS_DATA = False

CHECK_FOR_UPDATES = True

VERBOSE_DEBUG_LOG = False

SHOW_CONSOLE_ON_ERROR = False

AUTOSAVE_INTERVAL = 300

AUTOSAVE_SHORT_INTERVAL = 30

SHOW_SPACE_CENTER_CREW = True

UI_SIZE = 768

SHIP_VOLUME = 0.5

AMBIENCE_VOLUME = 1

MUSIC_VOLUME = 0.2468254

UI_VOLUME = 0.7460318

VOICE_VOLUME = 0.5

SOUND_NORMALIZER_ENABLED = False

SOUND_NORMALIZER_THRESHOLD = 1

SOUND_NORMALIZER_RESPONSIVENESS = 16

SOUND_NORMALIZER_SKIPSAMPLES = 0

SCREEN_RESOLUTION_WIDTH = 2560

SCREEN_RESOLUTION_HEIGHT = 1440

FULLSCREEN = True

QUALITY_PRESET = 3

ANTI_ALIASING = 2

TEXTURE_QUALITY = 1

SYNC_VBL = 0

LIGHT_QUALITY = 8

SHADOWS_QUALITY = 4

FRAMERATE_LIMIT = 60

FALLBACK_PART_SHADERS = False

PLANET_FORCE_SHADER_MODEL_2_0 = True

PLANET_SCATTER = True

PLANET_SCATTER_FACTOR = 0.1

AERO_FX_QUALITY = 1

SCREENSHOT_SUPERSIZE = 0

INPUT_KEYBOARD_SENSIVITITY = 2

dontShowLauncher = True

Does anyone know what might be wrong?

Edited by Sinsis
Link to comment
Share on other sites

That is a lot of mods lol, have you checked your debug and output logs?

If you don't know how you can easily access the debug log by pressing Alt+F2, you can do this while the game is starting up, load your save and see what shows up there, basically anything red is bad, especially NullReferenceExceptions or NREs.

The output log is a text file generated by KSP when it starts up and the game posts everything it is doing into the file, including errors and such, it can be found in the KSP_Data folder inside your KSP_Win folder. It is rewritten every time KSP starts and it's length depends largely on how long the game is running.

I would recommend starting the game, loading your save, verify you are having the lag issues looking at your DeBug log in game to see if it is throwing NREs and then closing the game out. Then check your output_log.txt file and see what is causing the issues, if you don't know how to read what is there you can also upload it to DropBox or something and link it here and someone more knowledgeable could pick through it.

Another thing you can do to narrow down what is causing the problem is by doing a binary search with all your mods.

Basically take a clean install of KSP and install half of your mods, if you don't have any lag then you know the issue is in the other half of the mods.

Now remove all those mods and install the other half, if you still don't have any lag then you have some kind of conflict issue and it is going to be more difficult to track down.

If the lag is there then cut your mods in half again and repeat the same process until you have it narrowed down.

Good luck!

Edit: Just saw you mention Astronomers new pack, did you have issues before using that? I know the new one is a computer melter. I would suggest removing that first just to see if it's that.

Edited by Akira_R
Link to comment
Share on other sites

That is a lot of mods lol, have you checked your debug and output logs?

If you don't know how you can easily access the debug log by pressing Alt+F2, you can do this while the game is starting up, load your save and see what shows up there, basically anything red is bad, especially NullReferenceExceptions or NREs.

The output log is a text file generated by KSP when it starts up and the game posts everything it is doing into the file, including errors and such, it can be found in the KSP_Data folder inside your KSP_Win folder. It is rewritten every time KSP starts and it's length depends largely on how long the game is running.

I would recommend starting the game, loading your save, verify you are having the lag issues looking at your DeBug log in game to see if it is throwing NREs and then closing the game out. Then check your output_log.txt file and see what is causing the issues, if you don't know how to read what is there you can also upload it to DropBox or something and link it here and someone more knowledgeable could pick through it.

Another thing you can do to narrow down what is causing the problem is by doing a binary search with all your mods.

Basically take a clean install of KSP and install half of your mods, if you don't have any lag then you know the issue is in the other half of the mods.

Now remove all those mods and install the other half, if you still don't have any lag then you have some kind of conflict issue and it is going to be more difficult to track down.

If the lag is there then cut your mods in half again and repeat the same process until you have it narrowed down.

Good luck!

Edit: Just saw you mention Astronomers new pack, did you have issues before using that? I know the new one is a computer melter. I would suggest removing that first just to see if it's that.

Heya, thanks for the tip. It is indeed throwing tons of NRE errors. It referenced Kerbquake in the output log but even after removing that one, I still get tons of NRE errors. Here's the log in case someone can spot the issue (with Kerbquake cut out of the gamedata folder):

https://www.dropbox.com/s/z6952qerkqzmp5q/output_log.txt?dl=0

Cheers!

EDIT: The reference "First Orbit!" is a flag I planted I think....

Edited by Sinsis
Link to comment
Share on other sites

Heya, thanks for the tip. It is indeed throwing tons of NRE errors. It referenced Kerbquake in the output log but even after removing that one, I still get tons of NRE errors. Here's the log in case someone can spot the issue (with Kerbquake cut out of the gamedata folder):

https://www.dropbox.com/s/z6952qerkqzmp5q/output_log.txt?dl=0

Cheers!

EDIT: The reference "First Orbit!" is a flag I planted I think....

Ok so going through your log you do have A LOT of NREs, 4701 to be exact, the ones that are spamming which is what causes the lag are:


BackgroundProcessing: Getting data for vessel Kerbin, Novrim MCC, Launch pad

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)


NullReferenceException: Object reference not set to an instance of an object
at BackgroundProcessing.Addon.GetVesselData (.Vessel v) [0x00000] in <filename unknown>:0


at BackgroundProcessing.Addon.FixedUpdate () [0x00000] in <filename unknown>:0

and


BackgroundProcessing: Getting data for vessel First orbit!

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)


NullReferenceException: Object reference not set to an instance of an object
at BackgroundProcessing.Addon.GetVesselData (.Vessel v) [0x00000] in <filename unknown>:0


at BackgroundProcessing.Addon.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Could you upload your saves persistent.sfs also does the lag happen when you start a new game?

Link to comment
Share on other sites

Ok so going through your log you do have A LOT of NREs, 4701 to be exact, the ones that are spamming which is what causes the lag are:


BackgroundProcessing: Getting data for vessel Kerbin, Novrim MCC, Launch pad

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)


NullReferenceException: Object reference not set to an instance of an object
at BackgroundProcessing.Addon.GetVesselData (.Vessel v) [0x00000] in <filename unknown>:0


at BackgroundProcessing.Addon.FixedUpdate () [0x00000] in <filename unknown>:0

and


BackgroundProcessing: Getting data for vessel First orbit!

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)


NullReferenceException: Object reference not set to an instance of an object
at BackgroundProcessing.Addon.GetVesselData (.Vessel v) [0x00000] in <filename unknown>:0


at BackgroundProcessing.Addon.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Could you upload your saves persistent.sfs also does the lag happen when you start a new game?

Sure thing! Thanks for helping out.

Here is the savefile:

https://www.dropbox.com/s/rkku369ia7x6nze/persistent.sfs?dl=0

FPS is in a new game is better, yet still not nearly as smooth as it should be. It stutters, just to a lesser degree. Didn't spot NRE errors in the new game though (with my ship brought over). Contains like 270 parts or so.

Link to comment
Share on other sites

One of your mods uses http://forum.kerbalspaceprogram.com/threads/97921-Background-Processing-0-2-KSP-0-25 and it's what causing the lag and NRE.

Try updating it since there was some fix related to what you have.

Thanks! That's one issue down, still getting NRE's though (new ones it seems, pertaining to the same mod?)

ArgumentNullException: Argument cannot be null.

Parameter name: key

at System.Collections.Generic.Dictionary`2[system.String,BackgroundProcessing.Addon+UpdateHelper].ContainsKey (System.String key) [0x00000] in <filename unknown>:0

at BackgroundProcessing.Addon.GetVesselData (.Vessel v) [0x00000] in <filename unknown>:0

at BackgroundProcessing.Addon.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

BackgroundProcessing: Getting data for vessel Sputnik IV

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

BackgroundProcessing: Ran out of modules before finding module ModuleAeroReentry

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

ArgumentNullException: Argument cannot be null.

Parameter name: key

at System.Collections.Generic.Dictionary`2[system.String,BackgroundProcessing.Addon+UpdateHelper].ContainsKey (System.String key) [0x00000] in <filename unknown>:0

at BackgroundProcessing.Addon.GetVesselData (.Vessel v) [0x00000] in <filename unknown>:0

at BackgroundProcessing.Addon.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

BackgroundProcessing: Getting data for vessel Sputnik IV

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

BackgroundProcessing: Ran out of modules before finding module ModuleAeroReentry

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

ArgumentNullException: Argument cannot be null.

Parameter name: key

at System.Collections.Generic.Dictionary`2[system.String,BackgroundProcessing.Addon+UpdateHelper].ContainsKey (System.String key) [0x00000] in <filename unknown>:0

at BackgroundProcessing.Addon.GetVesselData (.Vessel v) [0x00000] in <filename unknown>:0

at BackgroundProcessing.Addon.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Full file:

https://www.dropbox.com/s/z6952qerkqzmp5q/output_log.txt?dl=0

Edited by Sinsis
Link to comment
Share on other sites

Thanks! That's one issue down, still getting NRE's though (new ones it seems, pertaining to the same mod?)

Full file:

https://www.dropbox.com/s/z6952qerkqzmp5q/output_log.txt?dl=0

I didn't even know about that mod, I was wondering why I didn't recognize those call outs.

Yeah those NRE's are related to that Background Processing mod, I would recommend posting in it's thread. Did you install it yourself or did it come bundled with another mod? If it came bundled you should post in that thread as well.

Edit: Ninja'd!!

Edited by Akira_R
Link to comment
Share on other sites

Hey guys, thanks for the replies.

I've talked to the developer of BackgroundProcessing and he's released a fix. I'm down to a few last errors now. Realshute is not playing along for some reason (have put up a reply in that respective thread as well) yet I'm also getting something I can't explain:

"[Warning]: [EFX] [EFX] EvaOrderController: Object reference not set to an instance of an object"

I can't figure out what mod this is, any ideas?

I've added the log:

https://www.dropbox.com/s/z6952qerkq...t_log.txt?dl=0

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...