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| Loading/saving duration http://www.ferrousmoon.com:80/forums/viewtopic.php?f=52&t=1869 |
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| Author: | sentinel [Sun Sep 13, 2009 2:44 pm ] |
| Post subject: | Re: Loading/saving duration |
Quote: Quote: like any other sane operating system.
You say that as if you thought XP was sane. |
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| Author: | hans henrik [Mon Sep 14, 2009 12:11 pm ] |
| Post subject: | Re: Loading/saving duration |
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
Then
=================================================== Frame Address Code 0x0013f3ac 0x005ab74a 0x0013fe80 0x004013bf 0x0013fec0 0x005298a1 0x0013ff28 0x0060ef9a 0x0013ffc0 0x005ba88e 0x0013fff0 0x7c816fe7 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. (note: i -think- its different with WinXP 64-bit)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. 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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| Author: | Soldier of Light [Mon Sep 14, 2009 7:30 pm ] |
| Post subject: | Re: Loading/saving duration |
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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| Author: | prophile [Mon Sep 14, 2009 10:15 pm ] |
| Post subject: | Re: Loading/saving duration |
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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| Author: | Grizly Jee [Wed Mar 17, 2010 5:51 am ] | ||
| Post subject: | Re: Loading/saving duration | ||
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
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| Author: | Hawk_v3 [Wed Mar 17, 2010 7:22 am ] |
| Post subject: | Re: Loading/saving duration |
...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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| Author: | Grizly Jee [Wed Mar 17, 2010 10:43 am ] |
| Post subject: | Re: Loading/saving duration |
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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| Author: | Grizly Jee [Wed Mar 17, 2010 10:58 am ] |
| Post subject: | Re: Loading/saving duration |
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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| Author: | Grizly Jee [Wed Mar 17, 2010 12:08 pm ] |
| Post subject: | Re: Loading/saving duration |
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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| Author: | Hawk_v3 [Wed Mar 17, 2010 2:10 pm ] |
| Post subject: | Re: Loading/saving duration |
Quote: Seems to be staying the same, around 7s write time.
Probably best to stick to that, then... ^v^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 And I know nothing about Cerberus. I don't think many people here do, except for Tycho and Miah. |
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| Author: | Tycho [Wed Mar 17, 2010 2:27 pm ] |
| Post subject: | Re: Loading/saving duration |
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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| Author: | Grizly Jee [Thu Mar 18, 2010 8:13 am ] |
| Post subject: | Re: Loading/saving duration |
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 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 |
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| Author: | Soldier of Light [Thu Mar 18, 2010 9:08 am ] |
| Post subject: | Re: Loading/saving duration |
Please do tell. I'm always interested in any kind of technology. |
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| Author: | yoyokk [Fri Mar 19, 2010 4:32 am ] |
| Post subject: | Re: Loading/saving duration |
hope the next version wil be better |
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| Author: | Grizly Jee [Fri Mar 19, 2010 6:58 am ] |
| Post subject: | Re: Loading/saving duration |
Quote: hope the next version wil be better The game still crashes regularly and stuff, but yeah, got the same thing: I still want to play |
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