updateGeometry (fast clusters) consistently lags horribly

The player join/leave leading to complete rebuild of rendering geometry should be live right now (the site is experiencing some other unrelated issues though…)

Next week we’ll ship some other optimizations for updateGeometry, and also better microprofile diagnostics.

And also the new system is shipping for MeshPart/CSGs soon (actually soon, not soon™).

17 Likes

All of this sounds exciting even if I have no idea what’s going on.

5 Likes

I think my like button broke :smiley:

I am really looking forward for the update, hype train anyone?

@AxisAngle do you still see the lag with SettingsHub in your test place? Have been trying to repro today, haven’t seen it yet though. Running a 2015 MacBook Pro, I might jump into windows and see if that has the problem.

When you say frequently, should this happen throughout my play session? Or just at the start?

SettingsHub takes up to 19ms in this place occasionally:

is there anything I should try doing? having a hard time getting a repo here as well

No, that was all, sorry!

:smiley: finally good to know …i suffered over an year on a bug where my game totally rebuilded its entire geometry once a player joined and leaved the game ; but even sometimes when sitting on a seat or triggering a c-frame animated door ;

HOW much of this issues is fixed already ??

@zeuxcg Here is the download link to an updated microprofiler dump for RoBowling.
https://1drv.ms/u/s!AklZXCA2YhpMi6wr8KvrkRRiTH_gag

Thanks! Now there’s a clear indication that the problem is in the driver - create (which is creating a buffer for geometry, ~5 MB in your case) takes ~50ms to complete which is pretty insane. Which GPU/driver version do you have? (a screenshot from dxdiag Display tab would suffice)

1 Like

Thanks for helping out.
Is this the window you need?

It seems like clustering is being slow in certain areas of our game again, did anything change recently? It was super smooth last week, now lag spikes are happening again. @zeuxcg

Sorry to necrobump this, I am now suffering from this. Was this ever considered resolved? Currently having issues when parenting to workspace in a game with alot of humanoids/skinned meshes.

Are the skinned meshes directly under the workspace? There’s a bug report where a staff member responded and said that that creates one giant skeleton under the workspace consisting of all the skinned meshes, and that they should be parented to their own models instead:

1 Like

Hi there! Since this is quite an old issue, I’m looking to verify whether we should consider it resolved or increase scrutiny on this. Are you still facing this issue in your experiences?

I am still getting some lag spikes related to FastCluster Invalidation and UpdateGeometry in the game MTC 4 for example, it’s much worse on my Android Mobile phone (Samsung Galaxy M12) than on my Windows laptop.

microprofile-20241008-161742.html (1.4 MB)
microprofile-20241008-161619.html (1.4 MB)

This is on my Windows laptop:-


microprofile-20241008-192924.html (7.3 MB)

Thank you for the details @ItzAidfoplays390! Would you kindly be able to share a placefile with us, in which we can reproduce these profiles, please?

I wish I would be able to but I can’t reproduce this bug ever on a private server and the devs can’t on studio either. It just appears to happen on public servers with a lot of players, and it’s also not guaranteed that it would always happen there. I think there are certain gameplay conditions that lead to these spikes happening, like maybe getting your tank hit in the game, or having part of it damaged or completely destroyed. I am not really sure what exactly is causing these spikes though.

image

Thank you! Hmm :thinking: - we’ll need a way to consistently reproduce the spikes/bug on our end to be able to investigate the issue. Knowing that it’s only happening on public servers is helpful.

While waiting for an engineer to free up to look into this, if you or other devs end up finding ways to consistently reproduce the spikes, could you please let us know your repro steps? That would help our team greatly.

1 Like

Yeah, sure I definitely will inform you if we find a way to consistently reproduce the spikes and if there are any other information that we could add that could help narrow down the issue.

1 Like