Weird lag and server performance in stable build

Discussion in 'Planetary Annihilation General Discussion' started by killerkiwijuice, August 31, 2014.

  1. killerkiwijuice

    killerkiwijuice Post Master General

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    Yes there are less people online right now, this definitely looks like a bandwidth problem with servers.
  2. kjotak109

    kjotak109 Well-Known Member

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    I also had broken AI. It only built a few generators and metal extractors and that was it.
  3. websterx01

    websterx01 Post Master General

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    I played a game last night, and I played a game at tonight, just a few hours ago. I successfully finished both of them. One was a huge planet, maybe 1500r Moon, 2v2, non-shared armies; the second was a 1000r Earth, 3v3 non-shared armies. I won the first, lost the second. I am in the UTC -05:00, playing usually at 9-10PM. Sim has dropped to as low as 2.5FPS in both games, more commonly to ~5FPS. For some reason, the sim is having a rough time, even with a low unit count, but the game most certainly is playable.
  4. nlaush

    nlaush Active Member

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    Quick test with AI's. Two planet (random) system, one really small moon (def size 1) orbiting larger planet (size two-ish).

    Client FPS is 60 FPS:

    Sim FPS:

    [​IMG]

    [​IMG]

    No real major lag other than that one incident (first picture)
  5. forrestthewoods

    forrestthewoods Uber Alumni

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    Much better but still bad. Annoyingly so on physics and nav. And catastrophically unnecessarily slow for the AI. Do most of your games that have been really slow today have AIs in them?
    Remy561 likes this.
  6. icycalm

    icycalm Post Master General

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    I know you are asking someone else, but just in case you are interested, I never play with an AI in my games, and I've had similar and even worse problems for two days now. (No idea how to take similar screenshots to show you, though. Maybe I should look into that.)
  7. rhothgar

    rhothgar New Member

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    I have been playing Galactic Wars almost exclusively. At this point it is pretty much impossible for me to finish a war. The boss fights crush performance to the point where it eventually freezes and I get booted. It is worse on the most recent build, but the last 2 weeks have been terrible as well.
  8. nixtempestas

    nixtempestas Post Master General

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    The AI seemed to be the main culprit in the game I had earlier
    upload_2014-9-1_22-32-24.png

    The second game ran fine as far as the sim went but the AI was totally gimped, it was a hard AI and I was just toying with it. I normally am not overly challenged by the hard AI but this one just useless. Maybe the sim survived because the AI wasn't doing anything.
  9. EdWood

    EdWood Active Member

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    No not at all, I played a few against human players, 2v2 or 3v3... still it got really bad, even when we killed our enemies off... the sim speed did not really recover.
    The same happened against the AI, killing everything excpet the ACUs, still bad sim speed.

    The most recent game against human players, 3v3, the sim speed went from 0.1 fps back to 5-6 fps and down again.
  10. forrestthewoods

    forrestthewoods Uber Alumni

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    Are you folks playing out of US Central, EU West, or Australia? You can change your server location in Settings -> Server if you'd like to experiment.
  11. kjotak109

    kjotak109 Well-Known Member

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    I played on a US Central server in my most recent match (about 1 hour ago).
  12. ef32

    ef32 Well-Known Member

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    In previous builds, I used one 800 moon map and 3 shared players vs 6 hard non shared ai team, I called that 'coop'. It was ok. We once got to post 30 minutes, sim did slow down at that point, but we were able to complete the match.

    In this build, I hosted a game with exactly the same setup, sim slowed down at 5 minutes and server kicked us out at 6.

    This coop was really fun experience. I wish I could play it again.
  13. nlaush

    nlaush Active Member

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    Yep. Although the last two games I just played were both sim 0.4 FPS free. :)

    Most recent was a six planet (random) game with five of the smaller planets circling the central "King of the Hill" metal planet with 4 AI's. No slowdowns really at all, until I did an land area patrol on central metal planet.

    I would love to give you the screengrabs, but the slowdowns were so short that I couldn't capture it. I can't give you the lobby ids either because the replay service keeps kicking me back to the main menus due to failures in finding my games.

    This is the EXACT opposite experience I described in my earlier post. Exact same setup I just described and the game was near unplayable.

    I can deal with 10 FPS in the sim, it is when I get less than 2 FPS it turns into slideshow choppiness/sim freeze (but not crashing) and then slow mo sim starts.

    I just think it has to be the load on the servers because it was after 8 PST when I started both of those games. All of the US east must be sleeping I guess.
    Last edited: September 2, 2014
  14. nlaush

    nlaush Active Member

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    US Central here always.
  15. forrestthewoods

    forrestthewoods Uber Alumni

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    If there is a particular game you think would be useful for me to see a replay of just tell me what time you played the game (include time zone!!!), roughly how long it lasted, and who (if anyone) you played with.
  16. ef32

    ef32 Well-Known Member

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    Speaking of different servers, what are disadvantages for me playing Aus or US if I'm EU? I mean, it's not a twitch shooter, I think even 1000ms delay won't change anything. Or is there something else?
  17. Pinworm

    Pinworm Active Member

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    I feel like this has been the case week after week for the past 6 months..
  18. exterminans

    exterminans Post Master General

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    Please have a look at how the AI steers units in platoons, or in general.

    Especially the fact that with the new pathing system, unit's don't steer clear of obstacles at all(!!!). At best, they will turn around merely 1-2 chunks in front of the obstacle. Or if it's other units, the will try to push through.

    When moving in platoons, the AI attempts to micro units into holding formation. With the platoon system working AGAINST the pathing system, this barely works for platoons of 3-4 units. With platoons of up to 30 units, the AI corrects the course for every single unit in every single platoon every single tick.

    I've seen also various occasions where units got pushed along with the platoon which did not belong to the platoon in the first place - or which at least tried to occupy an entirely different platoon in the platoon!
    Pushing.jpg Pushing2.jpg
    That unit e.g., was pushed sidewards for about 10 seconds before the whole platoon changed direction and it was able to take the correct position. And it tried to steer against the platoon for the entire time!!!
    In the second screenshot, it was two platoons colliding, and the units circled got "abducted" by the other platoon.

    The problem appears to be that units are not getting pushed away - they are being dragged along instead as soon as a unit with rectangular physic box attempts to push another unit with rectangular box and a smaller push class.



    But wait: There is more.
    Anyone noticed yet how units sometimes take weird ways with the new pathing system?
    Reported it a while ago:
    https://forums.uberent.com/threads/problems-with-pathing-and-obstacles-with-screenshot.62909/
    And this is a screen just taken a few minutes ago:
    Stuck.jpg
    Half of the platoon managed to move around the obstacle. The other half got stuck inside.

    Is this were a human controlled unit, it would have taken 2-5 seconds until the pathing got magically "fixed" (as described in the linked thread). The AI however isn't so patient and reissues the movement command right away (before the system detects the error?), resulting in the unit being stuck for much longer actually.



    The second bug isn't AI exclusive. It happens for player controlled units too. Except that player controlled units will collide ONCE and then stop for a few seconds. AI controlled units will try again right away and collide again. Multiple time.



    And on it goes:
    Finally, the platoon system also dislikes forests. I would even go as far as saying it HATES forests.

    If there is only a sole unit moving through a forest, it "works". The unit sways in a weird way, but its still working.

    And now with a full platoon. Every single unit sways. And the flocking algorithms aims to maintain the formation... Resulting in the entire formation swaying.
    Last edited: September 2, 2014
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  19. tatsujb

    tatsujb Post Master General

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    Guys, If you haven't guessed it by now @urud7 is Katherine.
  20. squishypon3

    squishypon3 Post Master General

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    The Grammer could help that assumption, heh.

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