Micro stutters, pauses and freezes during game play [FIXED]

Space_Night
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Re: Micropauses during play [FIXED]

#31 Post by Space_Night » 31 Aug 2018 21:17

interesting.

I have 3 developed profiles, and one profile with only one depot, so what a better opportunity to try something.

Scorpio profile had 20 drivers and trucks, now they're all fired
Rjk Woszjcz is maxed out with drivers.
and Salamander has around 20 drivers

so here are 3 depot hops... could it be that the problem lies with driver coding? Either way, moving from depot to depot with Scorpio Mirala now that she has no drivers seems to be A LOT quicker

Bartek have you got any ideas, and have SCS got any ideas?
Polaco
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Re: Micropauses during play

#32 Post by Polaco » 31 Aug 2018 23:31

DLM3 wrote: 31 Aug 2018 10:26
Polaco wrote: 31 Aug 2018 02:50 Honestly, I do not think it is related to the amount of vehicles and drivers you have.
You couldn't be more wrong.

https://docs.google.com/spreadsheets/d/ ... sp=sharing

I am not yet ready to come up with a chart as I want to do more tests (and redo my tests with the 7 private trailers more precisely) but that's my temporary observations. I have ran my tests with 1348 public trailers, checking how the game run over 40 minutes for each test, I have been even more precise, with a Word doc opened on my laptop next to me, hitting a random character each time it was stuttering (you can see how many characters in the doc) and using a stopwatch on my mobile to time everything — figures in brackets are how many trailers were in use by drivers at the end of my delivery, I didn't think of giving it a look on my first 2 tests. And as you can see the number of owned trailers has actually little impact on performance even wih that high amount, the results are quite close to 7 private trailers. On the other hand, reducing my amount of drivers keeps improving performance, with 1348 public trailers but only 10 hired drivers, I only had 2 micro-stutters in 40 minutes (my first one was even hardly noticeable that I could have ignored it) and the game hangs for a reasonable 10s (compared to the first results) before advancing time when sleeping.

When I am opening the cargo job lists (for owned trailers) sometimes it can take a couple of seconds for the list to come up, even at a company only to display a handful of jobs. Imagine if every time that a driver is available and the game is checking for a job it does that behind the scene. Imagine that it is what happens when dozens of drivers finish and start a job when you sleep and the game struggles to calculate this.

This is what my CPU usage looked like when my game has been freezing for 90s when requesting to sleep:
sleepcpuusage.jpg

There is clearly a lot going on here. My expirements keep showing that if the amount of owned trailers has little impact on the other hand the amount of drivers is really causing issues.
That's interesting, I'd say.

Based on it (and the fact that I do not know the specs of your computer, it seems to be all about drivers, and not the vehicles.

Since a vehicle that's not attributed to a driver can not haul cargoes around the map, it does not require any futher calculation.

As you mentioned about CPU usage, I did not observe it last time I played - but I can tell you that my game had these freezes for about 20 seconds.

We need more information about specs, and like I said, more tests on different setups. If it does occur more often, something is very wrong with coding. The interesting is: it does not affect RAM usage, which means trucks are not loaded, but many calculations are made - for example, if you take Excel, and make a huge formula, your CPU might reach +90% usage, but your RAM is not affected.
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DLM3
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Re: Micropauses during play

#33 Post by DLM3 » 01 Sep 2018 09:51

Space_Night wrote: 31 Aug 2018 21:17 interesting.

I have 3 developed profiles, and one profile with only one depot, so what a better opportunity to try something.
...
Actually this is similar to the game hanging on when trying to sleep since the time moves forward when you are quick travelling, so the game has to calculate drivers' activity in these hours. And as suspected, the more drivers the more it takes time.


Polaco wrote: 31 Aug 2018 23:31 Based on it (and the fact that I do not know the specs of your computer, it seems to be all about drivers, and not the vehicles.

Since a vehicle that's not attributed to a driver can not haul cargoes around the map, it does not require any futher calculation.
This is my conclusion as well. Trailers still have an effect, but limited, as shown with my testing done with a thousand of those. But I went way overboard with that number as I bought them before even understanding how things worked (thinking that giving each driver access to each different trailer was a cool idea), even if they were to fix this issue I wouldn't use this number.

On the other hand, I was experiencing the same amount of stuttering and freezing when sleeping (and I guess it would be the same with quick travel) either with 7 private trailers either with close to 600 public trailers, which I guess is already quite a high amount, the only noticeable difference being with 50 drivers (8 stutters in 40 minutes vs. only 1 in 35 minutes). I had save points ready for other combinations of drivers and trailers but that's the reason why I didn't bother testing with those, 0 public trailer or 600 already shows no difference. Unless someone from SCS chimes in saying that it could help.
Space_Night
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Re: Micropauses during play

#34 Post by Space_Night » 01 Sep 2018 10:25

The hanging on rest time is also an annoyance too, it wasn't too bad with Salamander and now that Scorpio has no assigned drivers it should be practically non existant.

I have heard that someone is looking into it off the SCS software team, but have not heard any more or even if it has a ticket. Strangely my profile in ATS which has a European truck mod active doesn't have this problem and I have a around 20 drivers i think, i will have to count them up next time I go on.

All that matters now is that Scorpio may well become a grind to build up money. Once the issue is fixed drivers will be re-hired, Rjk however is apart from map completion pretty well advanced - there is not a lot I can do with him, cant spend money fast enough as I make a million going from Dover to Paris!
matwor29
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Re: Micropauses during play

#35 Post by matwor29 » 01 Sep 2018 12:28

Just came here to tell that the correct name for this behaviour is "lag spike" ;)
Space_Night
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Re: Lag Spikes during play

#36 Post by Space_Night » 01 Sep 2018 12:40

aah so thats what its called.

*OP edited*

Thanks
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DLM3
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Re: Micropauses during play

#37 Post by DLM3 » 01 Sep 2018 15:33

matwor29 wrote: 01 Sep 2018 12:28 Just came here to tell that the correct name for this behaviour is "lag spike" ;)
And since lag is related to network and latency, micro-stuttering is more appropriate :) Or micro-freeze. Apparently the term stuttering would be for a GPU issue.
Space_Night
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Re: Micro stutters, pauses and freezes during game play

#38 Post by Space_Night » 01 Sep 2018 19:50

and given my graphics setup :

Code: Select all

Name	NVIDIA GeForce GTX 1050 Ti
PNP Device ID	PCI\VEN_10DE&DEV_1C82&SUBSYS_1C8210DE&REV_A1\4&1DA95F35&0&0019
Adapter Type	GeForce GTX 1050 Ti, NVIDIA compatible
Adapter Description	NVIDIA GeForce GTX 1050 Ti
Adapter RAM	(1,048,576) bytes
Installed Drivers	C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumdx.dll
Driver Version	23.21.13.8813
INF File	oem13.inf (Section136 section)
Colour Planes	Not Available
Colour Table Entries	4294967296
Resolution	1920 x 1080 x 60 hertz
Bits/Pixel	32
Memory Address	0xF6000000-0xF70FFFFF
Memory Address	0xE0000000-0xF1FFFFFF
Memory Address	0xF0000000-0xF1FFFFFF
I/O Port	0x0000E000-0x0000EFFF
IRQ Channel	IRQ 54
I/O Port	0x000003B0-0x000003BB
I/O Port	0x000003C0-0x000003DF
Memory Address	0xA0000-0xBFFFF
Driver	c:\windows\system32\driverstore\filerepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvlddmkm.sys (23.21.13.8813, 16.15 MB (16,936,048 bytes), 09/11/2017 05:40)
I shouldn't experience any issues.
deliric29
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Re: Micro stutters, pauses and freezes during game play

#39 Post by deliric29 » 02 Sep 2018 07:49

I have this problems with micro stutters to , but only on 1.32 and only on ets2,in ATS i have no problem and i have 60 hire driver(130 in ets2).This is stressful , i hope SCS fix that in the final release of 1.32.If anyone have a solution other that fired all drivers pls keep me up to date..TNKS
Last edited by deliric29 on 05 Sep 2018 17:56, edited 1 time in total.
Space_Night
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Re: Micro stutters, pauses and freezes during game play

#40 Post by Space_Night » 02 Sep 2018 23:54

Spent a while playing American Truck Simulator, and even though I fired drivers on ETS to get the game to run pause free, my ATS 1.32 profile is smooth.

How odd.

I will add ATS game log later on, BUT in my ETS logs I have noticed :
<WARNING> unable to find 'city' 'Kaliningrad'

Could that be the issue, as I have NEVER had map mods, and with beyond Baltic coming, something has been put in ready and that simple prep change is causing the problem. The computer is looking for something that isn't there, KALININGRAD (?)
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