I think I've noticed problems with the UI when I'd left Chrome running at the desktop (I tend to have lots of stuff open and don't always think to close it before going in game). I don't suppose you had a web browser open whilst playing (I'm wondering if there is a potential problem caused be the 2 interacting in unforeseen ways given that coherent is the same engine that powers chrome)...
I was playing about earlier with selection boxes. It's amazing what a huge difference there is between selecting combat units and fabbers. Combat units the selection box disappears and selection sound plays immediately, where as with fabbers (any type, any number), there's a short pause before both events occur even in the opening minutes of the game.
I guess the processing for all the build bar stuff may cause that lag. I always have chrome open and my lag is not as bad. Don't think they should influence each other.
Your guess is right and my guess that ko deferred may be just as epic for PA as it was for PA Stats is true. Experimental mod incoming... https://forums.uberent.com/threads/experiment-ko-deferred-or-lightspeed-ui-ahead.58294/#post-904247
Hi, I seem to be ahving the same issues on 63475 about 5 minutes in to the game it becomes unplayable do to the amount of lag in selecting builder units, it take an increasing amount of time to use the selection box. Everything else seems responsive aka moving the camera. Is this an official bug yet? Thanks Ryan Trippett EDIT: I am going to see if I can get this KO deferred to work and see if that improves my situation
If you get the same lag when you move the camera with the arrow keys, it's not the same problem. Do you just mean moving the camera with the middle mouse button?
yes its not low FPS everything is moving along just fine its just coherent is very slow at taking input after a few minutes, yeah just using the middle mouse key... I have the edges of the screen with the mouse those work fine to.
I too have had this issue with selecting lots of fabbers. It's making use of fabbers to rapid build things very hard to impossible now. I haven't noticed it so much back in the day though...
I've been experiencing this as well recently. Before last build, i almost didn't have that kind of problems.
OK, time to revive this thread. Since the galactic war update I get the input lag again, and it is more potent than ever. The bad thing is that this time, colins KO deferred mod does not help :/ Currently I can't play any competitive games, which is just bad^^ The worst aspect for me is scrolling. at a certain stage in the game (more units?) scrolling just stops working for some seconds, then gets back on randomly. Most times I try to drag scroll, the mouse movement does nothing and when I move (not drag) the mouse back to the starting point it suddenly scrolls... So half of the time I scroll in the opposite direction and the other half I cant scroll at all... This really needs to get fixed soon ^^
Same here, the Galactic War update brought this up again and KO deferred doesn't help. The game behaves exactly like you describe it in the first post in this thread. In the task manager there are 12 instances of Coherent UI running during a game. (When I start PA it is 8 and when I start a game the 9th one comes. When the system is loaded it changes to 12; is this intended?). Maybe it adds more when there is a bigger game and this causes the UI lag? Couldn't test this so far, so it is just a random assumption... It really needs a fix.
The coherent processes are related to the internally used scenes and there are more ingame. Nothing problematic afaik. From what I have seen it looks like the new UI lag prevents any JS code from being run at all. Like even the rather simple click handler is not executed. It could either be caused by external things stalling coherent or by some rampage JS that runs a very expensive computation. Dunno what code that would be though... I've not been able to reproduce the lag. I've read the lag may be related to destroying enemy buildings. Dunno. Someone who gets the lag all the time should check if he gets the lag without any mods. I want to get rid of the feeling some changes in the stock code may have a pretty negative impact on some mods, but as I said: I cant even reproduce the lag in tests so far, or at least not reliably.
I can confirm that the lag is still there with all mods disabled, the only thing I cannot 100% confirm is if include KO deferred is causing this particular lag problem. The lag that I am experiencing without KO deferred may have another cause than the lag with KO deferred. Also, I have the (subjective!) feeling, that the lag drastically increases when there are big fights going on. We might be onto something here. Maybe some code for removing units/buildings from the live game is the culprit. I am currently at work, but I will make another test round when I'm back home.
I can also confirm that the lag is still there with all mods disabled (switched off everything in PAMM). I can't confirm the big fights theory. I had the lag in a recent game of GW with 1 sub-com and just building grenadiers. I fought 2 enemy coms but their bases were small. I only saw them on radar at some time (I had already destroyed parts of their bases) and had huge problems selecting my armies of grenadiers.
Yeah, I was one to point (in the KO deferred / PTE threads) that these lags seems to manifest when you have big fights, like steam rolling in an enemy base, or when you kill a non-"last standing enemy commander", which triggers explosions chain. I played some GW games since, and I can most of the time reproduce it, if it doesn't happen before the 5-10 minutes mark (too few buildings / units to notice). I definitely think it's related to destruction, and it is amplified as the armies / bases go stronger. Garat mentionned a potential fix here, but either it was not included yet, or worse it was, and their attempt was not successful
The UI lag is because of the notifications. The more notification you have, the more laggy the game gets. When you start destroying your enemy's base a lot of notification will pop up about every single structure you destroyed, so it gets the worst when it happens.
But we had a ton of notifications before GW as well and it worked nice. Weird. Will investigate. The murder party games I just played indeed always lagged exactly in relation to the amount of notifications.