Judder Judder... Anyone else having issues with mini freezes ?

Started by Darkstar82, May 13, 2016, 11:16:24 AM

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Darkstar82

The game keeps juddering momentarily in quick succession.  I thought it was my game but ive been away for a weekend and played on my friends PC and after an hour or two hit the same issue.

I have plenty of resources, 8 x 3.5Ghz  16gig ram, SSD, R9 290X, watercooled.  Taskmanager says the systems not under any stress, this game doesn't even heat my graphics card (fan noise) So I`m quite stumped.  Its making the game near unplayable.

Anyone else had this?

Justas love

go to the options and enable dev console then press ` , and press f10 on the errors and send the sreenshot here

Melius

I think i have the same issue with one of my colony. Checked the log to see if has any error, but nothing, no red error, only white line of stuffs that doesnt matter.

Seem to stop temporaly when every one is sleeping, even the animals. but start up as soon as they wake up. But that is not really confirmed. And i do have this colony on a map size not recommended.

koisama

Mods, number of pawns, map size - everything adds to the amount of things your PC has to calculate. Once you hit the limit (depends on single thread performance of your CPU), your game will start to stutter.

The solution is to get a CPU with better single thread performance and/or overclock.

Mkok

Any chances you walled in one of your colonists? The game has kinda inefficient path finding when there is no path to find. It happens some times, when building rooms inside caves, pawns can get stuck in the corners.

Shurp

Chunkiness is usually pathfinding.  Like you said, it goes away when everyone is asleep.  I've noticed something similar when pirates milling about decide to attack; everything pauses for a moment as they determine which way they're going to go.

I don't understand why coders are having so much time coding efficient pathfinding algorithms.  My 486dx playing Civ could pathfind just fine.  But if you want to see real pathfinding pain load Gnomoria :)
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

milon

Shurp, that wasn't pathfinding in real-time with a constantly changing environment, so that's not a fair comparison.

Darkstar, Mkok is right.  Check for stuck colonists.  Use the . key to cycle through them easier.  If anyone is stuck, their AI will keep hammering on the pathfinding algorithm looking for a way out.

Koisama, that's an extreme solution, lol!  I suppose you could, but there's usually a much easier way to fix it.  ;)

Melius

Quote from: milon on May 13, 2016, 05:50:47 PM
Koisama, that's an extreme solution, lol!  I suppose you could, but there's usually a much easier way to fix it.  ;)

Oh, i want to know that easier way to fix it!

Edit: Found the trapped colonist, now work ok....   He is so gonna go to the execution peloton!!

I learned something today thanks to this thread and the players here. So thanks!

milon

The easier fixes are looking for stuck pawns, reducing the graphics detail, playing on smaller maps, etc - anything that reduces the load on the CPU, rather than replacing the CPU/computer.