Avorion

Avorion

[2.5.2+] Xavorion: eXtended Avorion
Jᴧgᴧ Apr 2, 2024 @ 5:07am
[Resolved] Fighter pickup producing extreme freezing
Lots of testing behind this issue, but very little concrete ability to say what's causing it, other than I'm 99.9% certain it's Xavorion.

I have a ~100 hour game save, where the last 30 or so hours have seen very frustrating mining and salvaging using fighters. When the fighters "break" an object which then spawns a resource floating in space, they go to "collect" it, at which point the game utterly freezes (10+ seconds is typical). The game then unfreezes, and the rendering on-screen plays catch up. It's a bit like the render engine stopped after the collection attempt.

I have very few mods other than Xavorion installed, and to test whether it was a conflict I decided to try two scenarios: one where I ripped out all the non-Xavorion mods, loaded and tested the same save. And another scenario where I ripped out Xavorion and left in all the other mods.

Using the two above scenarios, the problem persisted with *just* Xavorion installed. But the test with Xavorion pulled out didn't have the issue. Again - this was applied to the 100 hour save I have where I can replicate the issue reliably.

As a reference - I turn on frame times and always have ~60 FPS with a typical 6-7ms frametime, so it's not an issue with the game's ability to render frames. Likewise it has nothing to do with video settings, resolution, etc - I've tried dozens of different configs with no resolution there. The rig is an i7-6700k running at 4.5ghz, either 4c (physical) or 8c (logical), neither makes any difference - the game never consumes more than 60% on a single core, 30% on all the others.

I run almost all the Xavorion mods (and recommended mods) in this 100 hour save. I've tried temporarily turning off a few (like flight physics), which didn't help. The only thing that really solved the issue for the save was removing Xavorion entirely.

I've checked the log files, and didn't see anything that explicitly called out the freezing. But it does appear to be a game engine/mod logic issue, since the GPU drops to 0% utilization when the freezes occur, meaning the game isn't even requesting new frames be generated while it's frozen. And it's not a GPU or driver issue - as indicated the problem goes away when Xavorion does.

I wanted to verify the issue is 101% reliably gone when removing Xavorion, so I went and re-tested the non-XR save and mod config another ~6 times in different sectors, loaded multiple times from the Desktop. The freezing is gone if I disable Xavorion.

I'm at a bit of a loss, but I wanted to report this either way. It makes the game virtually unplayable for me, and with 100 hours dumped into the save I'm not sure if I want to continue with it unless you have any good ideas as to where it might be coming from. I have of course, done a web search rather exhaustively, and none of the suggestions out there worked while Xavorion was installed.
Last edited by Jᴧgᴧ; Apr 4, 2024 @ 5:34am
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LM13  [developer] Apr 2, 2024 @ 5:21am 
[Solved]:

Thanks to Jᴧgᴧ for doing 99.9% of debugging

This issue was caused by :

Sector():registerCallback("onEntityRemoved")

Just having that callback registered was enough to lag.
Found & fixed at Immersive Scanner mod.

[Original reply]:
This kind of indicates a server hang, some calculations server-side are so heavy that it takes those 10 seconds to calculate with carriers.

Would it be possible for you, to upload that save file somewhere?
I'd need to run a benchmark to see what part of code is taking so long.

I'd expect lower performance in general - but that does sound like an overkill, and probably has a solution ( as long as I'm able to find it ).

I assume this happens only when you're in that sector, manually orderding your fighters to mine, right?

Could be just pickup range, multiplied by amount of spawned resources as physics bottleneck - in that case, I'd need to lower that somehow.

I'm not sure how, and wich parameter affects Fighter pickup range - do you have any upgrades that increase collector or docking to some 10km + range or more?
Did you test if that lag appears at reduced range?
Last edited by LM13; Apr 3, 2024 @ 2:56am
Jᴧgᴧ Apr 2, 2024 @ 5:55am 
I'll try and answer a few of the questions that I know the answers to.

  • It only happens when in-sector. OOS ships with mining fighters aren't affected in any way (even if I JUST left that sector and it's still loaded in memory).

  • It happens even with with very tiny resources, like a 1K asteroid. It breaks when they mine it almost instantly, but even with only 1-3 (?) visual resources popping out of it and floating, it still hangs the engine ~10 seconds. No different than mining a 30k+ asteroid (or wreck).

  • The only upgrade I was using that modifies fighters was the hangar upgrade adding in additional wings. I stopped using the Core hangar upgrade due to not liking the negatives it had.

  • The only range upgrade I had was the collector upgrade (gold tier). I also tried the same upgrade all the way down to the Petty tier, no change.
I figured if it was a server calc issue, it would produce some type of impact on the CPU usage graph, which it did not. No spikes, not even bumps.

If I had to label it with some sort of layman's description, I'd say it goes to pick up the floating resource, and "hangs the rendering system" while it does it. The game keeps running even though the rendering is hung. Then it resumes later on at a full 60 FPS like nothing happened, though it did. And it only seems to happen with Xavorion's suite installed for me.

Sidenote: not sure if I mentioned it, but this is a SP game run locally.

I'll attempt to put the save's modset back to normal, load and test it, then zip it up and send you a link.

==================

Edit: link with save file sent. As a sidenote (not sure I covered this explicitly), but the fighters in my squad(s) are doing the resource pickup, not the carrier. The lag doesn't happen if the carrier does pickup itself. This is purely a fighter pickup freezing issue.
Last edited by Jᴧgᴧ; Apr 2, 2024 @ 6:35am
LM13  [developer] Apr 2, 2024 @ 8:45am 
All right, did some testing with as much stressing as possible ( devmode + all ultra settings ).
Can't replicate that, nothing will even budge when fighters mine - just spawn has spikes.

Went through your list of mods ( I assume those were enabled ), there's one that I know had issues ( client would literally crash, not allowing me to even load up a save ).

- [2.0] - (SDK) Support Library - Shadow Lib

which in turn stops commercial refinery bay mod.

Not sure about Shieldly and Wreckage Cleaner, those potentially could cause some issues.

On a side note, that one is redundant

- Bigger Asteroid Variants


If you're using some in-game overlays ( from steam, driver, or anything else ), those can cause strange hangs too.
Tested with wallpaper engine, which usally does interfere - but was fine this time.


If anyone has seen similiar, or same issues - let me know.
Jᴧgᴧ Apr 2, 2024 @ 9:06am 
Cool, thanks for the time working with it, and for the feedback. Sorry you weren't able to replicate, but it may just be a 1-off item.

Wasn't aware the commercial refinery was problematic, I'll look at that one again. Shieldy and Wreckage Cleaner didn't produce any adverse effects, at least for me.

Wasn't aware you already had asteroid variants in Xavorion, it's nice to hear. I hadn't seen any truly large ones, but then I hadn't explored that much either.

No overlays in use at the time, though MSI Afterburner was running in the background for stat collection.

My latest (possibly last) attempt was to replace the video driver (forced clean using DDU), coupled with blowing Avorion/Data/All Mods off the NVMe and reinstalling fresh. Will update if it changes anything.
Jᴧgᴧ Apr 4, 2024 @ 5:33am 
After further testing and work with LM13, this bug appears to be resolved. It was lurking in the XT: Immersive Scanner mod, and LM13's fixed it. :steamthumbsup:
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