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Without a plng meter or similar on public games (or even an indication where in the world its being hosted) how are we meant to do that? (Am i missing something?)
Also - filter options on the game lobby would be great.
Which logs do you want to see?
Unfortunately this doesn't work for me. System specs: AMD Phenom II X2 545, ATI Radeon HD4870, 8GB RAM, running Windows 7 64 Bit.
How to make a dxdiag log (in Windows Vista and 7, if you are running XP you probably have the problem right there):
* Click on your "Start" button.
* Write dxdiag in the search field.
* A box called "DirectX Diagnostic Tool" should open.
* At the bottom of this window, you will find a button called "Save All Information".
* Click this button.
* A box will pop up prompting you to save a file called "dxdiag.txt"
* Save this file to your "Desktop".
* Now you should see a text file called "dxdiag.txt" sitting on your
Windows desktop.
The second issue is that you are constantly polling for new gamepads. And in a lot of hardware configurations(usually involving gamepads that are not standard wired x-box pads) this generates a lot of unneccessary hardware interrupts and makes the plug & play service work serious overtime usually slowing down the whole OS and definedly slowing donw the game. This is a higly educated quess as a lot of game studios make this same mistake.
Most of the time this can be detected by looking in windows 7 performance manager that is found under performance in windows task manager. You usually see System Interrupts using a lot more CPU than normal and if you tag svchost(DcomLaunch) and look into the services list the plug&play service is using a lot of CPU. Also note that the problematic gamepad does not even have to be plugged in. Windows keeps a record of all plug&play devices ever installed on the system so it can load the drivers faster when the device is actually plugged in. And when you ask the plug&play service for a list of game controllers it asks all these drivers if the game controller is plugged in. And a lot of third party game controller drivers are really really slow in responding to this call making this problem even worse.
Also when analysing the waitchain you can see that most of the time you are waiting for network I/O even if you are in the main menu. I don't have much experience in unity based programs so I don't know if this really is an issue as it could be a side effect of constantly polling the gamepads. And as I don't have access to the source code I can't use a proper profiler to confirm if it really is waiting for network I/O that much. But usually when taking a random sample of programs waitchain it should most of the time report that it is not waiting for anything. This game however almost always seems to be waiting for network I/O to finish so there is definedly something going on but this could also be a side effect of the second issue.
Seeing as in DM mode controllers are not supported this further leads me to believe that my highly educated quess is right.
Edit: Just noticed that If you play a little in DM mode(where the game runs just fine) and then go into player mode it seems to slighly improve things. I can get almost 30fps now intead of 5.
Edit2: The memory leak still appears to be happening so it might be a separate issue. But I suggest trying to fix the issue with the controllers first and see if that fixes everything.
^^^^
Thats an easy work arround till you fix the problem, the ♥♥♥♥♥♥♥♥♥ that moves the characters should have a bounds check on it, if you detect a character is out of bounds, kill it if its a bot, randomly place it in a legal space nearby. Players will just think its lag. Then you can work on how to fix the problem at your lesure.