Re: The amounts of crashes are getting silly now :(

I deleted everything before I redownloaded and reinstalled.  That includes the downloader.

Sociorum, inimicos, omnes

-:does speak for NSA on the forums:-

Re: The amounts of crashes are getting silly now :(

Last thing - what is your gfx card? Integrated, standalone? Drivers updated?

<GargajCNS> we maim to please

Re: The amounts of crashes are getting silly now :(

Yes, all present and accounted for.  I recently had the machine re-spec.-ed and serviced.  It's not a hardware issue.

I'm currently re-downloading and reistalling having gone through with a fine tooth comb and removed any and all random bits and pieces of data from dump files, temp files and any other bloody files that may have come in since I first downloaded PO.

If I keep getting the same issue, that is to say I can't play because the game can't load, I guess I'll have to assume it's busted and come back when it's fixed.  If that 'fixed' time could be soon I'd be happy.

Sociorum, inimicos, omnes

-:does speak for NSA on the forums:-

54 (edited by TheEchoInside 2011-07-08 21:58:51)

Re: The amounts of crashes are getting silly now :(

Not sure if it's useful for this specifically, since I run multiples, but just some observations from my machines:

32-bit Vista Business, Intel Dual Core 2.20GHz Laptop, 4 GB RAM, ATI Mobility Radeon HD 3650 512MB

One client: medium settings, very few crashes (one or two over the span of days), happened during dock/undock, hadn't left the starting island in those sessions (was doing mining missions), occurred at terminal (Asintec Alpha). Performance slows to a crawl/rubberbanding when opening map.

Three clients: low settings, sound off, unplayable, did notice one of the clients memory footprints skyrockets when the third is started to double the usage of the others (didn't check if it was the one starting or another one, I can if that info would be useful).

Two clients: low settings, sound off (attempted to have sound on, on one client, didn't really work, cut in and out, oddest thing was that it seemed to be effected by the camera position of the client that still had the sound turned off). Occasional crashes (once every one or two days), only one client will crash, occurs at dock/undock, mining again so rarely if ever leave the one island. Occurred at Asintec Alpha, also occurs at terminal on secondary Alpha (handful of people around, but does seem more likely to occur the more others are around, crashes happen less at the secondary Alpha). Loading map causes heavy slowdown, closing map will cause clients to temporarily go "not responding".


64-bit Windows 7, Intel Quad Core 2.67 GHz, 4 GB RAM, ATI Radeon HD 4800 1024MB

Three clients: Low settings, sound off. No crashes over the span of multiple days I've used it so far. Once third client is started, see the large jump in memory footprint again. Will stabilize over long period of time when not moving (sitting still, mining) to all be equal (about 450MB for each footprint). Moving will cause footprints to go up a bit, one client will have a bit of an elevated footprint compared to the others. Docking/undocking will cause the large jump to occur again (not sure if this is every time, or just occasional, can observe more closely if that's helpful). Loading/closing of map will cause slowdown/minor pause, but clients are still responsive.


Hope that information is useful, happy to provide more/help out however I can if wanted/needed smile

Re: The amounts of crashes are getting silly now :(

Should I keep uploading these reports?
I seem to crash 5-10 times a day teleporting or deploying sad

Re: The amounts of crashes are getting silly now :(

Evening all,

I have the same issue regarding log in, client sits on a half full bar loading up the agent screen, then upto 5 mins waiting with a half full bar before it goes back to the initial screen or dumps me from the game within a few minutes.

Very frustrating, running 64bit Windows 7 on a Mac under boot camp.  I don't have any issues running LOTRO or World of Tanks, or Eve when I played.

Very frustrating.

Regards,

Draul

Re: The amounts of crashes are getting silly now :(

Confirming crashing on teleport (usually after a few ok teleports) is still a PITA.  Climbing in annoyance and might-not-sub-again-till-sorted factor.

Yes, I can notch the graphics down, but I want my beautiful maxed-out graphics AND no crashes, if at all possible, please.

Re: The amounts of crashes are getting silly now :(

Just noticed that this was a thread that kinda dealt with the crashing issues so sorry i made a new one out of frustration.

Not to get on your case DevBoy but you have had crashing issues for over 6 months, you have collected what must be 100,000 crash logs or more. When your server had issues with the influx of people a few weeks back you quickly brought in a specialist and within a few days the issue was resolved. It seems pretty obvious there is a serious memory leak in the Perpetuum code, why don't you guys bring in a specialist to resolve this frustrating issue? Pretty please with sugar on top!

Re: The amounts of crashes are getting silly now :(

"We have 1000's of active accounts, but only a handful are complaining about crashes"

I'm crashing too.

If your crashing, please post here so they know it's not just a few players.

Re: The amounts of crashes are getting silly now :(

Im crashing as well. Whether I am running 3 clients or just one.

And I do not run out of ram either. 8GB of it, each client takes about 1GB (64 bit system but each process 32bit process is given its own 32 bit address space I believe)

Re: The amounts of crashes are getting silly now :(

I constantly get the C++ Runtime error when I do enough session changes.

Re: The amounts of crashes are getting silly now :(

The new client that fixes some issues I found will be out with the patch on friday. As I didn't find a definite cause of the problems this might only help the situation and not fix it completely yet. Game stability is still top priority and we're working on it constantly.

63

Re: The amounts of crashes are getting silly now :(

DEV BoyC wrote:

As I didn't find a definite cause of the problems

1) Can you at least confirm whether most of the crashes are due to an "out of memory" condition or to something else (like an invalid dereference)?
2) What heap implementation are you using? Is it MS C++ standard one or are you using a custom allocator?

Avatar Creations have a lot to learn about economy
-- Snowman

Re: The amounts of crashes are getting silly now :(

Yes, most of the current crashes people experience are due to the client running out of memory, that's why I spent the whole last week looking for any memory leaks or memory pooling issues. None were found, but the client does pool up memory in certain places to speed up the zone changing process - these pools are now reset each time you teleport and so the memory usage pattern will be a lot more consistent at the price of a few seconds of extra load time.
We don't have a custom memory allocator in place.

65

Re: The amounts of crashes are getting silly now :(

DEV BoyC wrote:

We don't have a custom memory allocator in place.

Consider putting in the effort needed to have it. Using a custom allocator for allocations that you do yourself is easy, but making sure that any allocations done by libraries (including system libraries) is a little harder. I have not been doing windows coding for almost 15 years, therefore I do not exactly know how hard it would be to do these days.

While the effort needed to initially check that every allocation goes through code that you control may seem huge, they payout will be immense.

Not only you will have easier ways to debug and verify memory related problems, but if you are hitting "out of memory" and there is no significant leak, you are very likely to need to keep memory fragmentation in check too. And it does not exist a heap manager that does it at the best in all circumstances: you need to experiment with different allocation strategies (and by that I mean different heap manager algorithms) and probably also different parameters (many modern heap managers can be configured).

Avatar Creations have a lot to learn about economy
-- Snowman

Re: The amounts of crashes are getting silly now :(

Internal TP's now stop automatic modules. Previously, it was just external, but now I find the I have to restart my sheild when jumping internally too on Tellesis. I suspect it's part of the

"these pools are now reset each time you teleport "

Re: The amounts of crashes are getting silly now :(

Arga wrote:

Internal TP's now stop automatic modules. Previously, it was just external, but now I find the I have to restart my sheild when jumping internally too on Tellesis. I suspect it's part of the

"these pools are now reset each time you teleport "

No. The inner teleports did not have protection on arriving because the active modules cancelled them. S'a feature.

Re: The amounts of crashes are getting silly now :(

thanks for the clarification

Re: The amounts of crashes are getting silly now :(

Found a way to cut the operative memory use of the 3d engine in half. This will also deploy with tomorrows patch and should help some more with the memory issues.

70

Re: The amounts of crashes are getting silly now :(

DEV BoyC wrote:

Found a way to cut the operative memory use of the 3d engine in half. This will also deploy with tomorrows patch and should help some more with the memory issues.

Wow. Cutting it in half is huge. Maybe worth a blog.

Avatar Creations have a lot to learn about economy
-- Snowman

Re: The amounts of crashes are getting silly now :(

DEV BoyC wrote:

Found a way to cut the operative memory use of the 3d engine in half. This will also deploy with tomorrows patch and should help some more with the memory issues.

W to the ooot! big_smile

This is my blob. There are many like it, but this one is mine.

Re: The amounts of crashes are getting silly now :(

Sweet big_smile

This will make us multiboxers lives many times easier.

Re: The amounts of crashes are getting silly now :(

Do note that the top memory consumption of the 3d engine was at around 400 MB, so all in all this means a 200 MB reduction in memory use of the client tops.
Also the patch has been delayed until we fix the issues that have come up, a few days probably.

Re: The amounts of crashes are getting silly now :(

Why client compiled without LARGEADDRESSAWARE option?

big_smile big_smile big_smile

75

Re: The amounts of crashes are getting silly now :(

TRANTOR wrote:

Why client compiled without LARGEADDRESSAWARE option?

It can be done only if you are sure all you code (including any third party library you use) correctly handles "negative" addresses.

It makes a difference only for players that are using a 64bit version of windows or, to a lesser extent, those on a 32bit version that changed the kernel boot switches and booted in 3GB mode (or are using a windows server instead of client).

Avatar Creations have a lot to learn about economy
-- Snowman