NELLIS AF base Grapical lag & 100% CPU spike

Post » Wed Dec 07, 2011 5:16 pm

I was wondering if anyone has found issues while near the center of the Nellis AF base? Seems like It's centered around the runway near the hangar maybe, that whole area. For example I opened the main gate then ran 100 feet or more while not hearing the players footsteps then I hear the gate close. This whole time the system having grapical lag. It's almost as bad as what happens when you have a 3D mesh with very poor performance from an excessive poly count, but not as bad framerate wise. All sounds seem to bug out an lag, messing up their direction an timing. I've noticed the same thing kind of happens once you pass thru Nipton once across the tracks an in that valley where there is a gang ambush set up. However it's much worse in Nellis. I'm looking into it but any help would be great.

I also noticed durring this issue, looking in the task manager the CPU was spiked to 100%

Tanks
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Hayley O'Gara
 
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Post » Wed Dec 07, 2011 7:09 pm

Yup noticed that too. To fix this, I quit the game and relaunch it. It should go back to normal. There seems to be a problem entering and exiting cells on that area. My screen and controls lag for a few seconds.
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Eileen Müller
 
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Post » Wed Dec 07, 2011 11:15 am

I was wondering if anyone has found issues while near the center of the Nellis AF base? Seems like It's centered around the runway near the hangar maybe, that whole area. For example I opened the main gate then ran 100 feet or more while not hearing the players footsteps then I hear the gate close. This whole time the system having grapical lag. It's almost as bad as what happens when you have a 3D mesh with very poor performance from an excessive poly count, but not as bad framerate wise. All sounds seem to bug out an lag, messing up their direction an timing. I've noticed the same thing kind of happens once you pass thru Nipton once across the tracks an in that valley where there is a gang ambush set up. However it's much worse in Nellis. I'm looking into it but any help would be great.

I also noticed durring this issue, looking in the task manager the CPU was spiked to 100%

Tanks

Yes.
This happens to me. Nellis is almost unplayable, and I have to spend 10 minutes navigating outside waiting for the game to unfreeze every minute or so. This is on top of my computer BSOD'ing on me every 15-20 min, if not sooner. This game is going to kill my computer.
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james tait
 
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Post » Wed Dec 07, 2011 6:49 am

I don't notice the lag so much while playing but when im saving, like quicksaving, it takes a looonng time to save and unfreeze and i habitually quicksave a lot so >.<
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roxxii lenaghan
 
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Post » Wed Dec 07, 2011 6:59 am

Probably a stupid question, but do you have EAX enabled and if so have you tried turning it off to see if it makes a difference? Given your description I'd hazard a guess that it's caused by some problem/conflict with your soundcard configuration or drivers. Nellis AFB ought to be an echoey place, same with the canyon you mention, just clutching at straws here but it might be worth fiddling with your sound hardware settings.
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Ice Fire
 
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Post » Wed Dec 07, 2011 9:21 pm

Same here.
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-__^
 
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Post » Wed Dec 07, 2011 9:08 am

Well best I can figure right now I reckon it's a LOD gen problem. Durring one of the 100% lag spikes, a row of corn, YES A WHOLE ROW OF CORN. LMAO apeared coming out of the Hangar door at a 45 degree angle headed toward the sky. This could be the problem, from those corn rows refrences being set to visable when distant (an such settings) or it could just be another symtom. Once the corn rendered the lag stopped, but I didn't look into the issue anymore at this time.

Yah I had already figured sound, but it can play 32 sounds at one time, didn't see enough going on soundwise in Nellis for it to be an issue. Then the somewhat same issue being around the little valley just past Nipton where there isn't much sound just cause they are so alike I figured LOD or NPC navmesh pathing or AI combat being the root issue over sound. Then it seemed like streaming Pandora while playing went smoother than doing that in FO3.

It should be noted though that after I had finished the quest that turns back on the power to the Nellis base, it seemed like the Major FPS grapical lag CPU spike wasn't happening. So it could be as simple as a conflict between a gamemode scipt running in that area or triggers that conflict with LOD, or even a conflict between the LOD content (meshes & TGA's) Right now the prime suspect though is going to be the corn, just cause it got rendered 100 feet away from it's location at a 45 degree angle. It could just be the Optimization on that corn row mesh, also it could be Havok related from there being so many issue of stuff falling thru the floor.

While I don't really know what is causing it right now, and I'm not even looking into it. I do know how I deal with it which is much like what was said above.

1. I use bPreemptivlyUnloadUnused an bSelectivePurgeOnFastTravel as a way to purge the cell buffer. Effectivly it's the same as re-booting FNV, but without the wait, I either go inside or fast travel away.

2. Press Esc, load, put the mouse in the upper right, then Ctrl Alt Del, set fallout's priority to high, close that, mouse up to upper right an press Alt tab to go back in the game

3. Wait it out, often times when we think the game just freezed its actualy still working, wait till it catches up

4. Walk more, run less

5. Look for the root cause
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Solina971
 
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Post » Wed Dec 07, 2011 7:09 pm

Yeah I've noticed some slight performance issues there too- more so than other places considering how seemingly empty the area is. When I looked at it in the GECK I realized it was actually very very populated (not just by npcs) but in terms of the number of objects and textures visible at any given time. The wide views and large non-smooth buildings along with patroling npcs including robots, boomers, and the kids mean the game is probably loading more stuff in any one of these cells than it is in some of the vegas strip cells (definately more npcs potentially wandering than on the strip.) They're also exterior cells so not only is a lot of the stuff pre-cached from neighboring nellis cells but it may also have to be drawn. I think you'll notice what I'm talking about if you look at one of the hangers as you approach it- the pop-in is actually a great way to see the layered textures on it. Pop-in as you approach the structures also makes it more clear how much stuff is being loaded as you will see grass, various buildings, terrain objects/scenary, npcs, visual effects (from the mr gutsy's little hover jets), and npc animations phase in as you do. It gets so bad at times that the game seems to give up on drawing npc animations at an unusually close distance and the children will appear to be ice-skating in a line across the tarmac.

I solved this by lowering my setting for viewing and draw distances considerably while there and just turned them up again when I left. It does seem like there are a lot of things that may be able to be removed from these cells to increase performance though. I think the walls of the hangers might best be simplified- it almost looks as though they have two wall layers maybe because the highly textured one isn't drawn at a distance.
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His Bella
 
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Post » Wed Dec 07, 2011 11:15 am

I did check the runways, seemed like the textures were optimized, but I forgeted to look at the meshes. Need to look at the complexity of the hangar mesh, Runway mesh, an the hangar textures, lest we forget to look at the corn row mesh an texture. Been kind of busy making stuff... It could be a AI package for the patrol of Boomers there, which there is a lot, or could even be a huge sandbox issue. Hmmm The only thing I ever saw cause a drop like that was a bad mesh. I'm going to make myself go look right now.
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butterfly
 
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Post » Wed Dec 07, 2011 6:05 pm

This never happened to me, perhaps because I installed the dll fix?

Previous to installing this fix I used to get lagging in every place where there were more than 3 npc's.
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Tiffany Castillo
 
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Post » Wed Dec 07, 2011 7:15 pm

I won't be able to test Nellis for a while, meh character died finally, so I started over an started making another mod. I don't really have any leads yet anyway.
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kristy dunn
 
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Post » Wed Dec 07, 2011 12:24 pm

I'll just add my name to the list. Traversing the middle of the runway, first my footstep sound cut out, then progressive slowing until a severe slideshow lag. Saving/accessing the menu/quitting takes an age, it's like a memory leak. There's another spot over by the huts on the left of the entrance that does the same thing. I thought maybe there were too many overlapping sound effects, but something needs optimizing somewhere.
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meg knight
 
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