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Bug #3716

ess-Importer: Slow-downs in the Ashlands

Added by Rachel Kronick 9 months ago. Updated 6 days ago.

Status:
Feedback needed
Priority:
High
Assignee:
-
Category:
ESS-import
Target version:
-
Start date:
01/07/2017
% Done:

0%

Reproducibility:
Always
Operating system:
Linux
Severity:
Normal

Description

When I enter the Ashlands, I get the "Loading area" pop-up, and then the framerate drops. The screen only refreshes every minute or so. The game is not totally unresponsive; if I take the minute or so to turn around and then several more minutes to walk back out of the Ashlands, the next region loads and framerates return to normal. I encountered the problem near Missamsi; if I take the time to go into the cave, then once it loads, framerates return to normal. But loading the exterior (Ashlands) region again by leaving the cave suddenly drops framerates down, so the problem seems specific to the Ashlands. If I try to load a game saved while in this area, I get a couple random sound effects playing during the "Loading Area" step, and then once the game loads, I get the same low framerates.

When the slow-down is occurring, I have to wait a minute or so between keyboard or mouse responses, and the game is unplayable.

I'm using 0.41.0 in windowed mode on Linux with an Nvidia graphics card and drivers.

The problem is probably related to CPU usage. In playable areas, my CPU's cores all share the load equally. When it becomes unplayable in the Ashlands, suddenly the game is only using one core at a time and CPU time spikes. The game seems to switch randomly between which core it's using, but use per core stays excessively high.

I've tried changing graphics settings and unloading different mods, but the problem is consistent. The only thing that helps is leaving the Ashlands. If I hit the escape key and then wait a minute or so, the pause menu comes up and I can exit. However, if I go to another window during this time, the game hangs entirely and my only option is to kill it. Also, while the mouse cursor is in the OpenMW window and the game is hanging, the cursor is invisible and unresponsive. I can only try to walk out of the Ashlands, or hit the escape key to hopefully exit the game.

I'm guessing the problem is related to problems with the ash storm animation.

2017jan07_in_missamsi.omwsave (31.7 MB) Rachel Kronick, 01/07/2017 06:46 AM

openmw.cfg (35 KB) Rachel Kronick, 01/07/2017 06:58 AM

History

#1 Updated by R. D. 9 months ago

Using the console to teleport to Missamsi and then leaving and walking around, I had no problem. If you can put up saved game right before or as it's happening and/or record a video, that may be helpful.

#2 Updated by R. D. 9 months ago

There was an ash storm playing when I left Missamsi, by the way.

#3 Updated by Rachel Kronick 9 months ago

Continuing to play and trying to figure out what's going on, I have some more information:

  • The problem also occurred when I entered the West Gash from an earlier save. So it doesn't seem purely related to the Ashlands. :/
  • Entering other regions from an earlier save, however, doesn't cause any problems. I just went from the Odai Plateau to the Bitter Coast region with no stuttering or CPU spikes.

I'm uploading a save from just inside Missamsi and my current openmw.cfg file. The game plays fine inside the cave, but then exiting to the Ashlands results in the slow-downs.

#4 Updated by R. D. 9 months ago

Thanks for the saved game. I can confirm the slowdown, loading with no mods. I had some sort of "element buffer overrun" or something like that in the console, but it wasn't in my OpenMW.log file. I just ran the game again to get it, but this time it didn't come up.

#5 Updated by R. D. 9 months ago

  • Status changed from New to Confirmed

#6 Updated by R. D. 9 months ago

Looking at the profiler (hit F3 a couple times), "Mechanics" is showing a high number during the slowdown.

#7 Updated by R. D. 9 months ago

I haven't been able to find the cause, but using "tai" to toggle off the AI alleviates the issue somewhat, which could help for testing the save.

#8 Updated by Miroslav Remák 9 months ago

At first sight, the major bottleneck appears to be in rendering callback functions. Upon leaving Missamsi, ~4000 creatures are added to the scene - all manual references originating from the savegame.

Perhaps there is a bug with how we handle leveled creature lists that makes creatures accumulate over time. Or have you been manually adding massive numbers of creatures in the area?

#9 Updated by Rachel Kronick 9 months ago

Miroslav Remák wrote:

Perhaps there is a bug with how we handle leveled creature lists that makes creatures accumulate over time. Or have you been manually adding massive numbers of creatures in the area?

I haven't added any creatures manually. (Don't actually know how to do that.)

I have noticed that creatures tend to clump up sometimes. Probably leveled ones, though I'm not clear enough on the level design to be able to tell. Sometimes I'll see a bunch of cliff racers all hanging out together, or a bunch of nix hounds or whatever in one spot. Kind of assumed that was a problem with the GIANTS mod, but not for any particular reason. Now that I think of it, NPCs also sometimes clump up. I was just exploring Hlormaren and I think all the NPCs were in one spot in the complex. (Top level, middle right of the map, if I'm remembering right.) That I assumed was a problem with the save game (this save game is from an imported old save).

#10 Updated by Miroslav Remák 9 months ago

Wait, this savegame was imported using openmw-essimporter? That's an important detail. That utility is not mature yet; I really do not recommend using it for continuing vanilla playthroughs.

#11 Updated by Rachel Kronick 9 months ago

It's worked pretty well so far. This was the first gamestopper problem I've encountered in a couple dozen hours of play.

#12 Updated by scrawl . 9 months ago

  • Category set to ESS-import

#13 Updated by R. D. 9 months ago

To the reporter, when you said "import," did you mean importing a save from regular, non-OpenMW Morrowind? Or did you just mean using a save game that you had saved with an older version of OpenMW?

I thought that a saved game imported from regular Morrowind (with ess-importer) would have very obvious problems of dead or unresponsive NPCs, but you say this is the only game-stopping problem you've encountered in hours of play.

#14 Updated by R. D. 9 months ago

Just used coc to go to Seyda Neen with that save, and NPCs are unresponsive, so looks like this was indeed imported with ess-importer. I think that until ess-importer gets fixed up it should have a warning that it's not actually usable for continuing a playthrough yet.

#15 Updated by Rachel Kronick 9 months ago

Yes, I imported the save from a regular Morrowind save. I guess I considered the dead and unresponsive NPCs an oddity more than a gamestopper.

#16 Updated by Stuart Moore 7 months ago

R. D. wrote:

Just used coc to go to Seyda Neen with that save, and NPCs are unresponsive, so looks like this was indeed imported with ess-importer. I think that until ess-importer gets fixed up it should have a warning that it's not actually usable for continuing a playthrough yet.

In that case it should be removed from stable distributions of OpenMW until it is usable.

#17 Updated by Will Herrmann about 2 months ago

  • Target version set to openmw-0.43

#18 Updated by Alexei Dobrohotov 14 days ago

  • Subject changed from Slow-downs in the Ashlands to ess-Importer: Slow-downs in the Ashlands
  • Target version changed from openmw-0.43 to openmw-1.0

#19 Updated by Miroslav Remák 14 days ago

We need the original .ess savefile to be able to investigate further.

#20 Updated by Miroslav Remák 14 days ago

  • Status changed from Confirmed to Feedback needed

#21 Updated by Alexei Dobrohotov 6 days ago

  • Target version deleted (openmw-1.0)

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