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Lag After The Newest Update.


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#1 Dev DarkWing Thynebra

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Posted 17 December 2013 - 01:06 PM

Lag that's my problem, lag in the main menu, lag when I move in the mech bay, not a brutal lag but it is annoying, and it's started after the last update and only in the main menu and the mechbay, but all quite normal in battle.

anyone else experiencing lag in the main menu and the mechbay after the newest update?

#2 luxebo

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Posted 17 December 2013 - 01:16 PM

Yeah, I feel the lag as well. Only through the moving of mechs and stuff, when selecting different ones.

#3 Redshift2k5

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Posted 17 December 2013 - 01:53 PM

Is it framerate lag or connection lag?
  • What's you frame rate in the mechlab (press f9)
  • What's your frame rate during a match?
  • what's your ping during a match?
run the repair tool. if your ping is crazy, ensure you're not downloading, reset your modem/router, etc

#4 luxebo

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Posted 17 December 2013 - 01:59 PM

It's only in the mechlab, changing mechs, modifying mechs. In match is fine.

#5 Kaosity

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Posted 17 December 2013 - 02:29 PM

View Postluxebo, on 17 December 2013 - 01:59 PM, said:

It's only in the mechlab, changing mechs, modifying mechs. In match is fine.

Did you buy the Saber pkg? 6 more mech bays would take longer to sort out increasing times in a number of mech bay operations. If not, then I have no further input... sorry.

#6 luxebo

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Posted 17 December 2013 - 02:48 PM

Nope, as you can see, no project phoenix badge, so no I didn't.

#7 F lan Ker

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Posted 17 December 2013 - 03:01 PM

S!

The FPS in MechBay dropped from 121.0 to 30.0 after latest patch. So a VERY clear negative effect there. In game also getting more dips and ping is again higher.

#8 Marvyn Dodgers

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Posted 17 December 2013 - 05:24 PM

Please quote and post whether or not the repair tool helped

http://mwomercs.com/...public-release/

Good luck with resolution.

#9 QuimMorius

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Posted 17 December 2013 - 05:41 PM

Mechlab was sluggish for me first hour, but now it's normal and snappy again.

#10 ImperialKnight

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Posted 17 December 2013 - 09:06 PM

http://mwomercs.com/...-dropped-to-30/

#11 Kaosity

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Posted 17 December 2013 - 10:35 PM

View PostF lan Ker, on 17 December 2013 - 03:01 PM, said:

S!

The FPS in MechBay dropped from 121.0 to 30.0 after latest patch. So a VERY clear negative effect there. In game also getting more dips and ping is again higher.

Open the command processor (DOS window) and enter "tracert 70.42.29.65". This will give you a list of all the hubs you bounce through down the internet highway to get from your IP to theirs, and the time to traverse each hub on the way. If the final value is close to your MWO ping then the larger ping times are a crowded internet not MWO's servers, your MWO client software, or MWO host software. If there is a considerable difference then the added ping time is happening at MWO and you have a legit complaint.

When my ping increases dramatically I do this and it has ALWAYS been internet high traffic volumes and NEVER MWO slow downs. Not saying it isn't possible, just that I have checked this countless times and never experienced your accusations.

EDIT: Just to clarify this some more, I generally get routed to MWO via one of three paths depending on traffic volumes on the trunk lines. I run at 95-105 80% of my connections. At times I'll run at 140-150 and other times 70-75, depending on the routing taken. When I first noticed the 140-150 pings is when I thought it was MWO's fault. That's when I started using tracert (program name that is short for "trace route") to trace the routing of my signal, and I discovered that it wasn't MWO even though most users accuse them of it.

Edited by WhenReaperComes, 17 December 2013 - 10:49 PM.


#12 Dev DarkWing Thynebra

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Posted 18 December 2013 - 07:57 PM

Holy replies!! well I used the repair tool and I still having 30 fps in the mech bay, in game I have a little less fps when i look in long distances respect to before the patch (before 60 all the time, after 55 or 50 in long distances), my ping didn't change, I still have about 146 or 150.

Edited by Dev DarkWing Thynebra, 18 December 2013 - 07:58 PM.


#13 Peter2k

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Posted 19 December 2013 - 04:34 AM

I'm gonna reinstall WMO next time I have a chance

But for me it's like that as well

Before patch 75 fps (locked to LCD refresh with adaptive vsync), now it's 29-30 fps
Maybe too many mechs in mechbay? With saber reinforcement?

Ingame is 55 in heavy combat up to 75 when nothing is realy going on
106 ping, very stable

But to be honest I had a lot(guess relatively) mechs even before saber, so I don't think that's the problem

#14 L A V A

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Posted 19 December 2013 - 03:54 PM

My fps has definitely dropped following the last patch.

In the Mech Bay I used to show 60 fps, now I show 30fps. This carries over to the game.

I ran the repair tool. It found 2 errors (mismatched files) ... phoenix.pak and cobra.pak

Repaired the game.

I don't own either the Phoenix pack or the Cobra pack.

I also noticed that when I click on a different mech in my mech bay, the FPS drops for a moment into the red... 19 fps.

EDIT: After game repair and reboot, though my mech bay is still only showing 30 fps (and drops to 19 when selecting a new mech in the bay), but the game seems to play better with a more normal fps... 50 to 60 in clear 30-40 in brawls.

Edited by xLAVAx, 19 December 2013 - 04:28 PM.


#15 Albert Meyburgh

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Posted 20 December 2013 - 10:59 AM

I'm impressed you guys consider 30fps laggy in mechlab! Very perceptive! I believe there's frame limiting while in the mechlab in order to not overheat people's systems while they may be effectively idle. Perhaps a frame limit of 45 or 60 instead of 30? Most LCDs are 60hz, some are 120hz, and 144hz models have been popping up. Matching monitor refresh rate makes sense in-game, but for the mechlab the idea is to give people's GPUs a break.

When you go to the movies the framerate is 24hz~ for reference :P

Thanks for feedback

#16 L A V A

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Posted 21 December 2013 - 03:10 PM

Didn't consider it laggy... just noticed the difference.

I do believe in game my fps is now somewhat better.

Thank you.

#17 Peter2k

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Posted 22 December 2013 - 04:52 PM

It's definatly slower handling things

It's more like updating you're old iPhone to a new firmware

Everything works, but it was definatly snappier before.
It feels more like a input lag, you know like typing on a keyboard and noticing that the letter needs a second to appear on screen.

The first thing after the patch i noticed was not just the music, it was a sluggishness in the menus

If it's caused by a fps limiter than this could be easily tested out through a command in a cfg file?

#18 Nuclear Weapon

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Posted 26 December 2013 - 09:18 PM

It has a fps limit here...

Mechlab was formerly limited to your desktop refresh rate... 60 in most of the clients. While you can hit alt enter to go fullscreen, in the past this would skyrocket the fps's to your video card best. Nowdays it remains at 30.

#19 FuzzyLog1c

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Posted 28 December 2013 - 09:56 PM

View PostAlbert Meyburgh, on 20 December 2013 - 10:59 AM, said:

I'm impressed you guys consider 30fps laggy in mechlab! Very perceptive! I believe there's frame limiting while in the mechlab in order to not overheat people's systems while they may be effectively idle. Perhaps a frame limit of 45 or 60 instead of 30? Most LCDs are 60hz, some are 120hz, and 144hz models have been popping up. Matching monitor refresh rate makes sense in-game, but for the mechlab the idea is to give people's GPUs a break.

When you go to the movies the framerate is 24hz~ for reference ;)

Thanks for feedback


The UI updates on a per-frame basis, so reducing the framerate from 60 fps to 30 fps cut the effective mouse/keyboard polling rate in half. Stop messing around with things that you don't understand. There was never a problem with mechlab putting a load on people's systems. There's only one simple model on screen.

#20 Albert Meyburgh

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Posted 02 January 2014 - 01:29 PM

View PostFuzzyLog1c, on 28 December 2013 - 09:56 PM, said:

The UI updates on a per-frame basis, so reducing the framerate from 60 fps to 30 fps cut the effective mouse/keyboard polling rate in half. Stop messing around with things that you don't understand. There was never a problem with mechlab putting a load on people's systems. There's only one simple model on screen.


Hello!

A ) Mechlab input itself is separately throttled at 30hz separately from rendering so frame limiting doesn't affect input polling unless the frame limit would be set lower than 30hz (which it isn't)
B ) even if you have simple 'non-intense' graphics on the screen you can still run the GPU at 100% (therefore causing load and therefore heat) if you don't have frame limiting. user's have indeed (especially on mobile) reported heat issues while simply in the mechlab.

the sys_maxfps config variable used to be respected from the .cfg file, but with the new frame limiter, the decision to override the value with 30, and either an uncapped or higher value in game (I'm not sure what was picked in the end) is being used now so the config variable no longer matters.

I'll pitch to the graphics programmer that whatever the mechlab does, whether it stays at 30, or ends up being changed to a higher value, that it 'push/pops' the value instead so that the .cfg value works again since some people prefer artificially keeping framerate down in order to reduce heat and/or extend battery life.

In any event keep in mind we're looking at this subtle detail and hopefully everyone ends up happy with whatever is settled on in the end. I'm sure we'll hear about it if we mess up ;)





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