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[Archived] Anyone having lag sikes on Cutting Edge?

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Topic Starter
abraker
I realize that cutting edge stuff belongs in the cutting edge forum, but I suggest to leave this here so more people can see it.
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Is anyone on cutting edge experiencing lag spikes when the scores on the left are visible?

Please report if:
  • You actually see spikes in the profiler (ctrl+F11) when playing with the leaderboards visible AND no spikes when the leaderboards are not visible
What to report:
  • CPU
    Grahics Card
    FPS setting (120 fps, 240 fps, Unlimited, etc)
    What skin you are using and a link to it
    Osu version
    Operating System
    gl_info.txt contents, which is found in your osu! folder
    Screenshot of the spikes for confirmation
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Sample


CPU: Intel Pentium Dual
GPU: Mobile Intel 4 Series Express Chipset
FPS setting: Any (VSYNC, 120, 240, Unlimited (gameplay), Unlimited)
Skin: https://www.dropbox.com/s/e0baeka2rv76v ... X.osk?dl=0
osu! version: 20150730cuttingedge
Windows 7
gl_info.txt
GL Version:                 2.1.0 - Build 8.15.10.2202
GL Renderer: Mobile Intel(R) 4 Series Express Chipset Family
GL Shader Language version: 1.20 - Intel Build 8.15.10.2202
GL Vendor: Intel
GL Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_ARB_vertex_array_object
GL Context: Index: 4, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
Bara-
Also on stable here O.o
Not in ce/beta, but there, the editor is buggy ;w;
Topic Starter
abraker
If it occurs in stable, unless it from a very recent update, it probably doesn't belong here.


I've been trying to pin down a specific case of lag spike that happen when text redraw happen. That means the spikes happen whenever a tooltip's location is updated or the score in scoreboard's value gets updated while playing. While similar spikes happen while letting a map player in the editor, I can't be certain it's from the same reason since the editor is unoptimized.
Trosk-
I tried it for some maps and I'm definitely not having any issue with it, either Stable or CE/Beta.
Topic Starter
abraker
It appears to happen on slower machines. Computers I tested on have 130 and 40 FPS on the song select screen, though there might be a trigger since sometimes it doesn't happen. I know that mania suffers extremely from this. It also happens on other modes, but not as noticably.
TheVileOne
I hope that sample doesn't actually occur anymore. There's like no swap buffers in my frametime display or draw display. I think this would be better suited as a contribution to the cutting edge OP.
peppy
The white/grey pieces are GDI+ text rendering.
The spikes are GPU texture uploads of the rendered text.
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