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 Post subject:Re: Loading/saving duration
PostPosted:Sun Sep 13, 2009 2:44 pm 
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Joined:Sat Jun 06, 2009 1:21 am
Posts:581
Quote:
Quote:
like any other sane operating system.
You say that as if you thought XP was sane.
From all the systems Microsoft made up to this date (after 98, at leas) this is the most sane one for sure...

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 Post subject:Re: Loading/saving duration
PostPosted:Mon Sep 14, 2009 12:11 pm 
 

Joined:Mon Apr 23, 2007 1:16 pm
Posts:190
i may be on to something,
i make a new connectionn (with my HUGE) bounch-list, and disconnect, exit, it prints:
Staging world state into XML structures...
then going up to
40296 KB mem, 1 800 140 VM mem in use, and msg unrecognised error occured in Onlink.
then print:
Quote:
An (unrecognised) Uplink Internal Error has occured
===================================================
Frame Address Code
0x0013f3ac 0x005ab74a
0x0013fe80 0x004013bf
0x0013fec0 0x005298a1
0x0013ff28 0x0060ef9a
0x0013ffc0 0x005ba88e
0x0013fff0 0x7c816fe7
Then
Quote:
Microsoft Visual C++ Runtime Liberary error:
Runtime Error!

Program:


This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

According to my debugger, due to:
Quote:
Unhandled exception at 0x7c812a6b in Onlink-x86.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x0013f9dc..
(witch would probably be Much more informative if i had a damn debug-build btw..)


Now, notice how close Onlink-x86.exe came to use 2GB memory under the saving..
(ps: i have ~4900 MB ram {including pagefile})

and to quote microsoft.com:
Quote:
Windows XP Professional and Windows Server 2003 Memory Support.
The virtual address space of processes and applications is still limited to 2 GB unless the /3GB switch is used in the Boot.ini file.
(note: i -think- its different with WinXP 64-bit)

could it simply be that heavy usage of the pagefile is causing the slowdown, and people with enough memory to keep it out of the pagefile wont notice the save-slowdown (on this scale at least)?

btw (as discussed elsewhere), imho, performance-wise, XML is a bad saving-format

(my go would be binary format/or maybe SQLite..)


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 Post subject:Re: Loading/saving duration
PostPosted:Mon Sep 14, 2009 7:30 pm 
 

Joined:Thu Apr 28, 2005 3:57 pm
Posts:175
AOL:DKWiz214
The comp only uses the processor and pagefile to that extent on XP. My vista comp takes like 1 1/2 seconds to save. It barely uses the pagefile.

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 Post subject:Re: Loading/saving duration
PostPosted:Mon Sep 14, 2009 10:15 pm 
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If it's swapping and thrashing the HDD then I'm not surprised it's doing that badly. That means it's a memory usage issue.

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 Post subject:Re: Loading/saving duration
PostPosted:Wed Mar 17, 2010 5:51 am 
 

Joined:Tue Mar 16, 2010 9:47 am
Posts:27
Got the same issue guys. I noticed my memory climbing to 90% physical memory usage and Onlink to consuming > 1 GB. And that was just the point when I got tired of waiting around for it to finish up and I quit the process (it was after i made the attached screenshot).

If you find a fix or anything that can help, please post it in this thread! Hope I helped a bit with the info below.

Onlink version:
0.2.0-a8-23-g0c617cf

I run the game with the 64 bit exe as Administrator.

PC specs:
Intel Core 2 Duo 6400 running at 3GHz overclocked
Asus EAH5770
2 GB RAM
Windows 7 Ultimate 64-bit


Attachments:
File comment:saving taking ages
onlink.png
onlink.png [10.53KiB |Viewed 12602 times ]
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 Post subject:Re: Loading/saving duration
PostPosted:Wed Mar 17, 2010 7:22 am 
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Joined:Sat Nov 17, 2007 8:45 am
Posts:204
...As far as I know, and don't quote me on this, I think this either won't or can't be fixed easily, hence (one of the reasons for) Cerberus.


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 Post subject:Re: Loading/saving duration
PostPosted:Wed Mar 17, 2010 10:43 am 
 

Joined:Tue Mar 16, 2010 9:47 am
Posts:27
Quote:
...As far as I know, and don't quote me on this, I think this either won't or can't be fixed easily, hence (one of the reasons for) Cerberus.
I see.. Ugh, thats really crappy.. Love the game but like just now, i had a 1000s writeToDisk time.. Talk about being commited :/

What's the word on Cerberus? Haven't gotten much info out of the mainpage :-)


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 Post subject:Re: Loading/saving duration
PostPosted:Wed Mar 17, 2010 10:58 am 
 

Joined:Tue Mar 16, 2010 9:47 am
Posts:27
I tried firing up the game with the 32 bit exe and that cut my load & save times to under 5s. This was just load & save following each other up so, i'm gonna game for a while and see what the save time then is.


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 Post subject:Re: Loading/saving duration
PostPosted:Wed Mar 17, 2010 12:08 pm 
 

Joined:Tue Mar 16, 2010 9:47 am
Posts:27
Seems to be staying the same, around 7s write time.

So as far as my system goes, which is posted above, the 32 bit is like lightning compared to the slug 64 bit. But thats just my experience :-)


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 Post subject:Re: Loading/saving duration
PostPosted:Wed Mar 17, 2010 2:10 pm 
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Joined:Sat Nov 17, 2007 8:45 am
Posts:204
Quote:
Seems to be staying the same, around 7s write time.

So as far as my system goes, which is posted above, the 32 bit is like lightning compared to the slug 64 bit. But thats just my experience :-)
Probably best to stick to that, then... ^v^

And I know nothing about Cerberus. I don't think many people here do, except for Tycho and Miah.


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 Post subject:Re: Loading/saving duration
PostPosted:Wed Mar 17, 2010 2:27 pm 
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Joined:Sat Apr 02, 2005 3:31 pm
Posts:1171
Location:The vicinity of an area adjacent to a location.
Cerberus development is quite slow. Pretty much everything depends on the user interface to be done, but as Miah and I have discovered, it's tedious work.

I'll get Cerberus going again soon. But I'm working on something that -- if used in Onlink -- would make savegames instantaneous on Windows. If anyone wants technical details, I'm certainly willing to divulge my idea.

(Incidentally, Miah and I have discussed reviving the Onlink code base because the Cerberus UI is a pain to code. We haven't fully decided what we'll do yet, but we did agree that we should have a major maintenance release to Onlink for the sake of fixing horrible bugs that still exist, such as this painful savegame issue.)

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 Post subject:Re: Loading/saving duration
PostPosted:Thu Mar 18, 2010 8:13 am 
 

Joined:Tue Mar 16, 2010 9:47 am
Posts:27
Quote:
Cerberus development is quite slow. Pretty much everything depends on the user interface to be done, but as Miah and I have discovered, it's tedious work.

I'll get Cerberus going again soon. But I'm working on something that -- if used in Onlink -- would make savegames instantaneous on Windows. If anyone wants technical details, I'm certainly willing to divulge my idea.

(Incidentally, Miah and I have discussed reviving the Onlink code base because the Cerberus UI is a pain to code. We haven't fully decided what we'll do yet, but we did agree that we should have a major maintenance release to Onlink for the sake of fixing horrible bugs that still exist, such as this painful savegame issue.)

Sounds about nice :-) As long as it works, I personally don't care if its a brand new project or an updated existing one!

And being a moderate IT guy, yes, if you wanna give - some - detail as how the new save game system could be, I'm happy to hear it :-) Not that I'm an expert or something, far from, but it seems interesting :-)


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 Post subject:Re: Loading/saving duration
PostPosted:Thu Mar 18, 2010 9:08 am 
 

Joined:Thu Apr 28, 2005 3:57 pm
Posts:175
AOL:DKWiz214
Please do tell. I'm always interested in any kind of technology.

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 Post subject:Re: Loading/saving duration
PostPosted:Fri Mar 19, 2010 4:32 am 
 

Joined:Fri Mar 19, 2010 4:06 am
Posts:3
:shock: slow ,but i still want to play
hope the next version wil be better


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 Post subject:Re: Loading/saving duration
PostPosted:Fri Mar 19, 2010 6:58 am 
 

Joined:Tue Mar 16, 2010 9:47 am
Posts:27
Quote:
:shock: slow ,but i still want to play
hope the next version wil be better
Have you tried the 32 bit exe? That worked for me, its around 7seconds saving. Beats 100 or 1000s :-p

The game still crashes regularly and stuff, but yeah, got the same thing: I still want to play :-)


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