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:
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.
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)
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?
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.
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?
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.
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.
@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!