Massive stuttering through "WaitForRenderThread"

In SCP: Roleplay, players have been experiencing massive stuttering at random times for about a second or more. This seems to be unrelated to characters dying.

This is what I could gather from the microprofiler when someone died and my frames dropped:


Unfortunately I do not really know what could be causing this, as it is quite hard to tell through the microprofiler alone from a quick glance.

This stuttering usually drops the frames pretty low and has been reported by a couple players.

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Can you send the actual Microprofiler capture? Or scroll up/down and see what is running on the other threads and get that in a screen shot. The wait in the screen shot waits for another thread to complete work and it would be good to know what that work is.

Hi, thank you for the reply, I’ve gathered a capture of a case when it occured to me just now.

The reason I didn’t include the other threads in the screenshot is that there seemingly aren’t any that justify the long time on that from what I could find, though maybe I am just looking at it wrong.

The file size is too large for the forums so I’ve uploaded it to a sharing website.

@LoboTheCzarnian This looks like FastCluster geometry updates.

@MetatableIndex - is this a new issue? Do you have an idea on when it started to happen?

Thank you!

Hi, yes, we have had issues with “kill effects” causing performance issues in the past but we made them a setting in the menu and this was resolved… but now it seems some times when players die, such as resetting, there may be lag spikes. Not sure if this is the actual cause but it definitely happens more often when this occurs.

First report seems to be from August 17. This affects characters that have no morph on them, perhaps related to the ragdoll system? (the ragdoll doesn’t actually add any new parts either)

Thank you for the additional info @MetatableIndex , we are investigating the issue and will update as we can.

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Hi @MetatableIndex !

I am trying to see if I can reproduce this behavior but have not been able to so far.
Can you describe how to get to the spot in the game where the issue occurred?
Also, does this affect any particular platform more than others?

Thanks for your help.

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Hey,

You should be able to reproduce this issue on Computer in this location (Class - D Cells), by waiting for someone to die or be killed close to you.

You can find this area in front of the Security Department spawn, the default team when you spawn in.

You can also reproduce it inside the Class - D Cells, if you keep going forwards in the area above.

I’m not sure if it’s reproducible on mobile, but some players have reported this on Console.

If I created a custom build for you to test, would you be able to tell if it was fixed? I am currently testing on Mac M1 and have not encountered the issue so far.

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I rolled out a change that might affect the behavior you are seeing.

Can you see if the issue still exists or if it behaves differently?

Also, do you know if the issue exists on Mac and PC desktop?

Thank you, I will keep digging.

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Thanks for the direct message and I am glad this specific issue seems to be resolved.

I will look into the other issue you were experiencing, in the meantime, could you be so kind and create a new entry for the other issue so we can track it properly?

Thank you.

I’m experiencing FPS drops of a very similar nature in one of my own games actually, although I’m not sure it’s the same issue.

Large chunks in the microprofiler of around ~8 ms take up enough time to cause FPS dips and I’ve found no real cure yet. Also called WaitForRenderThread.

ermthatsweird

@DrAdministration I would be happy to take a look at your particular issue.

Could you be so kind and provide more information such as:

What platforms are affected?
When did this issue start?
Which experiences are affected?
What are the repro steps?

Thanks for reporting.

The game is computer only so luckily that’s not too bad, and it’s been going on for some time now, not entirely sure the exact date when it started but its been around a month at least?

Here’s the place link in case you want to check it out.
It’s a fighting game but I think some the visual effects make the rendering a bit iffy and cause it to take longer than it needs to. I haven’t found a consistent way for it to occur but usually just happens when there’s a lot of visuals going on at once.

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@DrAdministration ok sounds like it is related to some kind of fx rendering vs. player respawning as described in this thread.
Could you be so kind and create a new issue for this as it seems to be caused by a different issue?
Thank you!

I don’t think I have access to creating bug reports at the moment sadly,

@DrAdministration ok I made a note of it and I was able to see it as well.

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