Update makes Star Confict freeze for seconds

Same here, tried to update my drivers and still the same. Something must be fishy on the Dreadnought code, because before that the game was running perfectly well. Such a pity, can’t even aim now.
 
Here are my logs. I hope this can be solved soon, this game is my fav right now.

 

Thx,

javier

 

 

[chat.log](< base_url >/applications/core/interface/file/attachment.php?id=9125)

[combat.log](< base_url >/applications/core/interface/file/attachment.php?id=9126)

[game.log](< base_url >/applications/core/interface/file/attachment.php?id=9127)

[game.net.log](< base_url >/applications/core/interface/file/attachment.php?id=9128)

should be fixed in the next update

I have one question for everyone that is having trouble.

 

Are you using a USB or PS/2 mouse?

 

Note: USB adapter to PS/2 adapter, plugged into the PS/2 socket port counts as PS/2 mouse.

 

It would be wise is Star Gems would use the GNU libudev.so.1 instead of their own localized version. Also, please use interrupt driven events and not polling of the USB, that slows the system down if you poll.

 

The reason why I asked this question, libudev is a shared object library that has routines to access the USB bus and use devices plugged into it and all it’s capabilities of each device.

 

If you don’t lag and you’re using PS/2 mouse, keyboard and no other USB based devices, it would make sense then. Then the Star Conflict doesn’t poll those devices, thus your system stays fast enough to do the game. 

You might be on to something there. My old mainboard had a PS/2 port and I used to use that but this one does not so my pointer device is connected through USB. I can’t remember what the situation was on my old MB because I had other problems until I had to upgrade. Still, I’m not sure about the time this happened but the problem was there long before just not bothersome enough. And I’m curious, what is the connection between new arriving ships/exploding ships and USB polling? Because it happens everytime a ship arrives or explodes and the magnitude is connected to the amount of ships being generated/destroyed.

I always played StarConflict with an usb mouse and keyboard. Was fine before.

 

PVE 4-9 is getting ok, still some freezes now and then. 10-15 isnt yet very playable.

PVE missions where you have to protect your own beacons against incomming planes are the worst to play because of the many spawning planes.

 

Looking forward to the update of StarConflict

Well, it goes a little bit like this, if USB is being polled instead of being interrupt driven, the USB bus line is an extension of the CPU essentially, it doesn’t have a secondary processor to handle the overhead, transferring data to and from main memory. This can be done one of two ways, to continuously do a polling sequence (asking for data whether it’s there or not from a specific device) or wait for an interrupt driven event when you move the mouse or click it’s buttons, which is a more efficient way of doing things. 

 

The problems I see on cross platform games coming from Microsoft Windows is that, either you get targeting lag, like we have here or the focus of the mouse gets lost and you lose control of the screen and pointer, often times making your view port look straight up. When you do regain control, you only get limited functionality on one plane, usually X, versus that of Y and Z. When you have X only your view will rotate in Y and Z space but can’t look away from where you’re stuck.

 

This is a glitch in the 3rd installed support libraries but not the actual GNU install libraries that come with your Linux system.

 

There is a difference between OpenGL and DirectX in the way they capture events with the input devices, such as the mouse and keyboard, especially that of the USB ports and device sitting on those ports, let alone if you’re using external hubs.

 

This bug only applies to 3-D space mind you, you might notice that it doesn’t affect you when logging into and when in hangar mode no how close or far your ships are away from you, whether or not you have Depth of Field (DOF) turned on or not.

 

The reason for this is simple, the interface you’re using is a 2-D overlaying 3-D models but the movement is in a locked format, not moving around freely in 3-D, the control is technically 2-D when in that.

 

The problem is when you have 2-D options, active modules for example, and you’re controlling both, 2-D and 3-D. If targeting is done correctly and you use interrupt driven USB calls, it shouldn’t freeze like this.

 

Put it this way, the CPU has enough to do; service all the different applications and operating system, handle data transfers that aren’t DMA based (there are quite a few of these on the main bus), of course service the game’s scheduler in a timely basis to make it appear that the game is reacting in real-time, which it technically isn’t but it’s more obvious to us with this problem.

 

Not all games use more than one CPU core, so having more than one core and not using a good smart threading model can cause lag like this. I am not blaming Star Gems, Inc., at all. Just stating there are alternatives to consider.

 

To Star Gems, Inc., please look into using OpenCL kernels instead for physics, this can be used on CPU but it can also be used in conjunction with the GP-GPU if your scheduler is written correctly for the game, it can share and throttle the performance on the card, making it a more smooth operation. Keeping the collision detection, correction (ping awareness) and accreditation (blow up ships) should be integer based and try to avoid using floating point operations for this.

 

Note about TCP/IP communications:

 

The most expensive, meaning more CPU cycles and time will be a TCP packet, good for trade, stores, and anything that needs to be accounted for.

 

UDP packets, are considered connectionless, come in two main flavors; order and unordered.

 

Ordered, has a bit of overhead but not nearly as much as a TCP connection, this is good to send this type of communication to the server at Star Gem, Inc., to update your location in 3-D space and for chat (including voice chat). You can actually salt or mark each packet going up to the server so it knows what client it’s coming from, to also prevent people from hacking you so easily (if there is a will, there is a way).

 

Unordered, is even less overhead than Ordered, same thing here, you can salt / mark these packets as to whom is supposed to receive and use them. Unordered is great for a server that has to deal with a lot of data coming in but needs to blast the packets out as soon as their processed, instead of trying to put them in a logical order like Ordered, it just marks the packets in such a way, that the intended client receives it, knows what other packets to look for and then assembles and uses them when they come in.

 

This can make the network connections to the server a bit snappier if it’s done right, also you in theory can have more users connected to a server if you select the traffic priority correctly. Login on TCP can be the lowest / queued priority, purchases can be in the queued as well, next is text based chat; low priority but not queued, voice chat can be set for normal priority (as it’s bursty in nature), the only thing that should have higher and highest priority is the 3-D positioning logic and communication, the absolute highest should be the DNS server resolution (finding the correct computer / server).

 

Want to know the logic here?

 

The threads and applications that send the most data should have the lowest amount of priority, then items that send the least amount of data should be a lot faster, as they do it more often in minimal bursts.

 

Of course you can run the UDP packets as encrypted on both sides of the client and server. This also makes it harder for ISPs to throttle traffic (also know as bandwidth shaping with limiting), so you would be doing people a favor putting this in.

 

Just take all of what I’ve said as a suggestion, Star Gems, Inc., it’s not a demand.

I always played StarConflict with an usb mouse and keyboard. Was fine before.

 

PVE 4-9 is getting ok, still some freezes now and then. 10-15 isnt yet very playable.

PVE missions where you have to protect your own beacons against incomming planes are the worst to play because of the many spawning planes.

 

Looking forward to the update of StarConflict

 

I do okay in PvE 4-9 except in Blackwood, that’s hell, lots of freezing for a couple of seconds, sometimes 5.

 

PvE 10-15, the Pirate Base Fort Muerto (I think I am spelling that right, my apologies if I got it wrong). That’s hell and hot plasma (instead of high water) in the first stage, lots of micro lags and spikes, the second and third stages are slow but don’t get me killed (that’s just my crappy skills on those two stages [just being honest]).

 

Can’t wait for the next update either, looking to get back into the game and another corporation. My corp dropped me because of inactivity. Figures…

To bad about your corp. I notified my CEO and i think he was fine with it. Its not as I can help it.

BTW I do have to turn down all the graphics to the lowest settings.

 

What I was wondering is there a distribution that doesnt have this problems.

So far i have tried it on:

 

Kubuntu 14.04

Archlinux

 

Or are we the only Linux users :slight_smile:

Skula1975

I think it’ld be helpful if i give you a full summary of the bugs that ocurred in my games since the update that initiated the Season 2, at least by my side. Sorry I don’t know the number of the update, but by this comment you should be able to locate it easily. So, note that NONE of this problems appeared before the Season 2 code, so it can’t be possibly attached to malfunctioning graphic card drivers or network, using exactly the same network speed, same OS, and same computer.

 

I begin:

 

nº 1 -> The problem of which this discussion is about.

 

nº 2 -> When I enter the battlefield, or PVE (not checked PVP players) enter the battlefield, the lag also occurs.

 

nº 3 -> When entering the battlefield, or undocking into space world, it blacks out completely, like lacking textures, until it starts loading the environment. Funnily, the sensors work perfectly, so I am able to fly by “guessing” the obstacles. This problems in PVX mission last a few seconds, while in Undock it’s more critical, lasting even minutes.

 

nº 4 -> While loading PVE or PVP missions, when transitioning from player and mission view to the mission countdown, an monstrous lag occurs, sometimes jumping directly into the mission, when before that it loaded perfectly. Not checked my ping on the servers thought, but before I used worldwide settings, and worked perfectly. Even the countdown freezes often.

 

With this I send my last logs.

 

And two more things:

 

-In PVP 1-3 there must be a bug exploit, since I usually see 5-4 rank ships on play. I have already reported two of them.

 

-I hope you guys consider open-source, with the appropiate license you would avoid others from benefit from your work, and the community developing team would be far bigger, meaning that a better game, even more.

 

Thanks for your time, and expecting the next update.

QuantumQuark

Good explanation, as a programmer myself (not 3D or game dev thought) I’m ashamed I only understood half your explanation, but  if the problem is that deep inside the game design, the problem should’ve appeared since alpha, am I wrong?

[chat.log](< base_url >/applications/core/interface/file/attachment.php?id=9150)

[combat.log](< base_url >/applications/core/interface/file/attachment.php?id=9151)

[game.log](< base_url >/applications/core/interface/file/attachment.php?id=9152)

[game.net.log](< base_url >/applications/core/interface/file/attachment.php?id=9153)

Skula1975

I think it’ld be helpful if i give you a full summary of the bugs that ocurred in my games since the update that initiated the Season 2, at least by my side. Sorry I don’t know the number of the update, but by this comment you should be able to locate it easily. So, note that NONE of this problems appeared before the Season 2 code, so it can’t be possibly attached to malfunctioning graphic card drivers or network, using exactly the same network speed, same OS, and same computer.

 

I begin:

 

nº 1 -> The problem of which this discussion is about.

 

nº 2 -> When I enter the battlefield, or PVE (not checked PVP players) enter the battlefield, the lag also occurs.

 

nº 3 -> When entering the battlefield, or undocking into space world, it blacks out completely, like lacking textures, until it starts loading the environment. Funnily, the sensors work perfectly, so I am able to fly by “guessing” the obstacles. This problems in PVX mission last a few seconds, while in Undock it’s more critical, lasting even minutes.

 

nº 4 -> While loading PVE or PVP missions, when transitioning from player and mission view to the mission countdown, an monstrous lag occurs, sometimes jumping directly into the mission, when before that it loaded perfectly. Not checked my ping on the servers thought, but before I used worldwide settings, and worked perfectly. Even the countdown freezes often.

 

With this I send my last logs.

 

And two more things:

 

-In PVP 1-3 there must be a bug exploit, since I usually see 5-4 rank ships on play. I have already reported two of them.

 

-I hope you guys consider open-source, with the appropiate license you would avoid others from benefit from your work, and the community developing team would be far bigger, meaning that a better game, even more.

 

Thanks for your time, and expecting the next update.

QuantumQuark

Good explanation, as a programmer myself (not 3D or game dev thought) I’m ashamed I only understood half your explanation, but  if the problem is that deep inside the game design, the problem should’ve appeared since alpha, am I wrong?

 

It would only show up if there is slowly executing or faulty code in the new Dreadnaught Season 2 code. Something from Season 2 on has changed drastically, which caused this to lag many people out in Linux.

 

Well, Kubuntu, is nothing more than Ubuntu with a KDE4 desktop, it’s really beautiful but it also saps your resources. That’s why I use Xubuntu, with the XFCE4 desktop, derived from the GNOME library GTK+ version 3. KDE4 uses Qt v4 and v5 bindings (another display and menu library, completing with the GTK series.

 

You can get a little extra speed by turning off compositing, all the bells and whistles of the KDE desktop, heck you can do that with all desktops.

 

The thing about it is, while we can tweak and tune on our side until the cows come home (probably in the form of Black Angus beef steaks, at this point), it doesn’t actually help the game lags. That’s internal to the game itself, the code.

 

The turning off of the compositing and using a lightweight GUI only increases the perceived speed and responsiveness of the entire system, it can in some cases increase the framerate. However, in Linux there is a way to put your CPU in performance mode (by default it’s actually eco mode). I’ve seen a jump in 10 fps+ just be enabling that feature, this is on all games.

 

Note:

 

I can turn on all the options to the max, all but 2 effect the lag, increasing it but that’s a local thing, on my computer. Anti-aliasing (done on the CPU instead of fully on the GP-GPU (card) and Shadows on High (which is both CPU and GP-GPU based). If I have the others cranked up and those two on low and disabled, I get the same lag in the game; in practice, PvE, PvP or in Invasion (free space).

 

I just have preference to have certain items turned down, it’s a visual thing for me. Also, if I use a higher resolution, I get the exact same lag, it matters not of the resolution and color depth chosen, nor windowed, full screen stretched or full screen.

Just to give an update:

 

These are all the version of ATI Catalyst I have used on each machine that is the following architectures (x86, x86 PAE [i686], x86_64)

 

13.6

13.9 (non Beta)

14.1

14.6 (Beta)

14.12 (Omega)

 

These are all the distros:

 

(3.2-x kernel based)

 

SteamOS (Debian Wheezy 7.8, only thing remotely custom out of box is the Mesa build for 3-D libraries for OpenGL).

Linux Mint Debian; Wheezy 7.8, customized GUI other than that, it’s stock.

Xubuntu 12.04.5; Customized desktop GUI, everything else is stock Ubuntu.

 

 

(3.13-x kernel based)

 

Xubuntu 14.04.1 See comments about Xubuntu previously, same applies, just a new kernel.

 

(3.16-x kernel based)

 

Xubuntu 14.04.2 See comments above about Xubuntu, new kernel.

Xubuntu 14.10.1 Slight improvements of Xubuntu 14.04.2 and no packaging errors when installing FGLRX.

Debian Jessie version 8.0 Beta

 

I know my cards are fine, since other games and applications run flawlessly at any setting.

 

The fact that there is more than one person with this problem in Linux and it was running fine before Dreadnaught Season 2 code,

is an indication that it’s not our hardware that is the problem.

should be fixed in the next update

when ?? :snowgirl:

today

today

 

Aw yis!  Smooth as butter!

The problem is still there but it is back to its tame self before the update that caused it. It is bearable again but it has not been completely resolved.

 

With this update many make-up changes (like the shielding on the guard turrets in Federation space) has been made and they look quite nice thank you :slight_smile:

 

But the new font for the “federation sector”, “Jericho sector” and “Empire Sector” in the map of the hangar has been rendered unreadable (see image) [2015-04-23_00002.bmp](< base_url >/applications/core/interface/file/attachment.php?id=9165)

post-249409-0-39082000-1429793411.jpeg

 

My logs are as follows:

 

[game.log](< base_url >/applications/core/interface/file/attachment.php?id=9163)[game.net.log](< base_url >/applications/core/interface/file/attachment.php?id=9164) – I had to restart the game because sometimes it won’t give me access to the corporate shipyard declaring “a shipyard has not been built or located in another sector”

 

[game.log](< base_url >/applications/core/interface/file/attachment.php?id=9161)[game.net.log](< base_url >/applications/core/interface/file/attachment.php?id=9162)

Thanks Skula

Great! Thanks, Skula! :slight_smile: everything seems to be running smoothly now after the last small update.

 

(The map and corporate shipyard problem is still there but I believe you’ll ask me to report them separately :P) Other than those, everything is running smooth as butter on a heated knife. Thanks again Skula and thanks to the team.

nice work! :00555:

Did a quick run, everythings seems back to normal. Great work thanks :fed006:

I’m not seeing any of the problems aircraftman is.  Everything is as smooth as a android’s bottom over here.  Nice work guys!