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mikeym 4 de Dic, 2012 a las 6:35
Issue Report: Killing Floor, performance dropouts, graphics glitches and crashes
I'm still having issues with Killing Floor. I low frame-rates in some locations particularly in the start location on single player on the Amusement Park level, but in plenty of other places as will. I'm getting drops of down to around 20 FPS even with graphics set on medium. It seems wrong for a game-engine released 8 years ago on up-to-date hardware. What's weird is I've had the same issue with a Sapphire Radeon HD 6950 2Gb and - having swapped that - with a EVGA GeForce GTX 660 Ti 3Gb on the same system:

AMD Phenom II X4 @ 3.6 GHz and Corsair 4Gb DDR3 1600 MHz RAM.

The frame-rates are high at times 250 FPS but the dropouts are somewhat spoiling it. Also these dropouts are happening even when there aren't any monsters which is odd for such a static game.

I don't know about anyone else but I haven't seen any updates to Killing Floor since I started using steam a few weeks ago.

Also since swapping my GPU to NVidia with the 310.19 drivers there are a number of graphical issues in the game, in the london level the ground at the single player start point where there is normally rain on the ground gets drawn as a metal like surface. Also I've noticed in some of the trader locations where there appears to be a glass screen in front of the trader that is getting drawn as an opaque grey. I can't say if these issues are present earlier driver versions as I've not tested them, although they were not present with the AMD GPU.

Finally I've recently had a couple of times where the game has completely frozen forcing me to switch to a virtual terminal to kill the process. I wasn't running steam from a terminal so I don't have the output to post. I'll makes sure to do so from now on.
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mikeym 4 de Dic, 2012 a las 7:20 
OK, caught a crash:

Generating new string page texture 85: 128x256, total string texture memory is 2.51 MB
Installing breakpad exception handler for appid(steam)/version(1354555924_client)
Game update: AppID 1250 "Killing Floor", ProcID 25431, IP 0.0.0.0:0
ERROR: ld.so: object 'gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded: ignored.
Setting breakpad minidump AppID = 1250
saving roaming config store to 'sharedconfig.vdf'
roaming config store 2 saved successfully
Steam_SetMinidumpSteamID: Caching Steam ID: 76561197991123100 [API loaded no]
AL lib: sdl.c:228: No OpenAL capture support in the SDL backend at this time.
Installing breakpad exception handler for appid(gameoverlayui)/version(20121202130045_client)
Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client)
Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client)
Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client)
Gtk-Message: Failed to load module "pk-gtk-module"
Gtk-Message: Failed to load module "canberra-gtk-module"
[1204/150729:WARNING:proxy_service.cc(646)] PAC support disabled because there is no system implementation
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20121204151503_1.dmp
success = yes
response: CrashID=bp-6de8a8a1-2bb9-4e1f-bde4-fdef82121204

Assert( Assertion Failed: bRet ):/home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/clientdll/../common/pipes.cpp:659

Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client)
/home/mikey/Steam/steam.sh: line 325: 7855 Floating point exception(core dumped) $DEBUGGER "$STEAMROOT/$PLATFORM/$STEAMEXE" "$@"
[mikey@nixon ~]$ Uploading dump (in-process) [proxy '']
/tmp/dumps/assert_20121204151536_1.dmp
success = yes
response: CrashID=bp-8aa83032-2e84-4996-a3e9-d9fce2121204

Signal: SIGTERM [terminate]
Requesting Exit.
pipes.cpp (659) : Assertion Failed: bRet
Assert( Assertion Failed: bRet ):/home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/clientdll/../common/pipes.cpp:659

Installing breakpad exception handler for appid(killingfloor-bin)/version(1.0_client)
Uploading dump (in-process) [proxy '']
/tmp/dumps/assert_20121204151730_1.dmp
success = yes
response: CrashID=bp-24d80bfe-4424-4bd5-8449-74a522121204

pipes.cpp (730) : Assertion Failed: CClientPipe::BWriteAndReadResult: BReadResult failed
interfacemap_client.h (1934) : Assertion Failed: bufRet.GetUint8() == k_EClientCommandInterface
processpipe_posix.cpp (353) : Assertion Failed: false
processpipe_posix.cpp (356) : Assertion Failed: CCrossProcessPipe::BWrite errno=EPIPE (remote end must be closing)
pipes.cpp (711) : Assertion Failed: CClientPipe::BWriteAndReadResult: BWrite failed
interfacemap_client.h (1934) : Assertion Failed: bufRet.GetUint8() == k_EClientCommandInterface
processpipe_posix.cpp (353) : Assertion Failed: false
pipes.cpp (711) : Assertion Failed: CClientPipe::BWriteAndReadResult: BWrite failed
interfacemap_client.h (1934) : Assertion Failed: bufRet.GetUint8() == k_EClientCommandInterface
processpipe_posix.cpp (353) : Assertion Failed: false
pipes.cpp (711) : Assertion Failed: CClientPipe::BWriteAndReadResult: BWrite failed
interfacemap_client.h (1938) : Assertion Failed: bufRet.GetUint8() == k_EClientCommandInterface

Also the screen-capture key is not working.
mikeym 4 de Dic, 2012 a las 11:58 
Here is a video[dl.dropbox.com] showing the Graphical Glitches in KillingFloor.
mikeym 5 de Dic, 2012 a las 1:02 
Well, I've now installed it on Windows and had a go for a caparison and I can say that the big drops in FPS in certain locations is a feature of the game, my guess would be it's to do with the level design. However the big difference is that the frame-rates under Windows on my system are over double those in Linux for both DirectX 9.0 and OpenGL mode with frame-rates reaching well over 500 FPS on highest quality. DirectX mode - which I think is DirectX 8 - actually has a maximum frame-rate that is only a little faster than in Linux but the frame-rate always stays above 60 FPS unlike in Linux.

I can also say that on my system the game also crashed in OpenGL mode in Windows, which doesn't really excuse it - as at the moment I can't reliably play through a level in multi-player - but suggests to me that there may be a deeper problem than I thought:

Build UT2004_Build_[2004-11-11_10.48]

OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 3617 MHz with 4093MB RAM
Video: GeForce GTX 660 Ti/PCIe/SSE2

General protection fault!

History: FOpenGLRenderInterface::SetGlobalColor <- UMeshEmitter::RenderParticles <- AEmitter::Render <- FDynamicActor::Render <- RenderLevel <- KF-AbusementPark.myLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level KF-AbusementPark <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 4C576C61 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
Última edición por mikeym; 5 de Dic, 2012 a las 1:44
mikeym 5 de Dic, 2012 a las 1:11 
I also realised that the empty box I get down the bottom left once a level has loaded but before you begin is supposed to show a Video which does not play on Linux for me.
mikeym 7 de Dic, 2012 a las 8:51 
Since I didn't manage to really capture the low frame-rates I've been getting in my other video here's one demonstrating the issue:

Low Frame-rates[dl.dropbox.com]

It's recorded windowed (as I can't get it to record any other way) but it seems to run no differently than in fullscreen, also runs the same in Openbox so not a composting issue. As you can see there are regular dips to < 30 FPS even though this is recorded at a fairly low resolution with the graphics option set to lowest. Recorded on a AMD Phenom II X4 995 Processor @ 3.6GHz with Corsair 4Gb DDR3 1600MHz RAM and EVGA GeForce GTX 660 Ti 3GiB.
oats 13 de Dic, 2012 a las 0:02 
I've been experiencing game "freezes". Basically the game lags massively(regardless of my location). I use a AMD 7850 with fglrx.
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Publicado el: 4 de Dic, 2012 a las 6:35
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